Turtle 1.18.0 Global NPC Buff: Why Was It Implemented?
Posted: Fri Jun 19, 2026 4:55 pm
Hello, I apologize if this question is a bit too "theoretical" for this particular forum, but I have been wondering about this for some time because, to me, it seemed really weird for the Turtle team to implement this change that nobody likely asked for. I personally view it in the same vein as the nerf to rested experience to 50% from mob kills that the OctoWoW team thankfully reverted, seeing it as a player-unfriendly measure without a real purpose.
The exact change I am referring to is this:
"Increased the HP and damage of some creatures on Azeroth by 10–15% to bring them more in line with current gameplay balance. This includes some dungeon monsters." (it should be noted that some regular mobs actually have closer to 20-30% more HP compared to Vanilla, with many of them being casters and are actually obscenely dangerous as a result, especially if they possess healing)
This has always struck me as really odd because there is no really "good" reason to implement such a change, and it is even worse when one considers that not every class was buffed equally since CC2 in terms of solo performance, especially the class I play most of all, Priest (which has seen buffs mainly to its utility and healing, its endgame role).
As someone who only plays Hardcore and mainly plays solo, I am just wondering why such a change was made (the logic behind it) and what its goals were, since it actually makes playing Priest in the open world quite unfun, since the extra HP added to mobs is usually more time wanding. I am also wondering if this is mainly a Priest problem or a problem with other jobs that have limited health (Warrior/Rogue) or mana (Mage and Priest) resources.
If their goal was to make Hardcore harder for everyone I believe they have ultimately failed, since The "big 3" of hardcore were always Hunter, Warlock, and Paladin, and those are by far the most prevalent classes I see on HC Octo currently...and I cannot really blame them; they all have sustained damage that is not really dependent upon resources alongside superior survivability due to having a pet or...well, being a Paladin.
But yeah, I guess I also ask this question because I want to know if the Octo team would be open to looking into this, since I do not think playing Priest is really more difficult perse, but the extra kill time vs mobs and their bloated HP pools is kind of making it significantly less fun...it is actually difficult to grind mobs of the same level on some classes, which I think is actually problematic. You all have done a great job looking into the other issues that Turtle had before its shutdown, and if not for that I would not even really be asking this.
And once again, I apologize if this is the wrong place to ask, I was just wondering if any of the Octo Staff had any "inside perspective" surrounding the decision. Thank you!
The exact change I am referring to is this:
"Increased the HP and damage of some creatures on Azeroth by 10–15% to bring them more in line with current gameplay balance. This includes some dungeon monsters." (it should be noted that some regular mobs actually have closer to 20-30% more HP compared to Vanilla, with many of them being casters and are actually obscenely dangerous as a result, especially if they possess healing)
This has always struck me as really odd because there is no really "good" reason to implement such a change, and it is even worse when one considers that not every class was buffed equally since CC2 in terms of solo performance, especially the class I play most of all, Priest (which has seen buffs mainly to its utility and healing, its endgame role).
As someone who only plays Hardcore and mainly plays solo, I am just wondering why such a change was made (the logic behind it) and what its goals were, since it actually makes playing Priest in the open world quite unfun, since the extra HP added to mobs is usually more time wanding. I am also wondering if this is mainly a Priest problem or a problem with other jobs that have limited health (Warrior/Rogue) or mana (Mage and Priest) resources.
If their goal was to make Hardcore harder for everyone I believe they have ultimately failed, since The "big 3" of hardcore were always Hunter, Warlock, and Paladin, and those are by far the most prevalent classes I see on HC Octo currently...and I cannot really blame them; they all have sustained damage that is not really dependent upon resources alongside superior survivability due to having a pet or...well, being a Paladin.
But yeah, I guess I also ask this question because I want to know if the Octo team would be open to looking into this, since I do not think playing Priest is really more difficult perse, but the extra kill time vs mobs and their bloated HP pools is kind of making it significantly less fun...it is actually difficult to grind mobs of the same level on some classes, which I think is actually problematic. You all have done a great job looking into the other issues that Turtle had before its shutdown, and if not for that I would not even really be asking this.
And once again, I apologize if this is the wrong place to ask, I was just wondering if any of the Octo Staff had any "inside perspective" surrounding the decision. Thank you!