We have a hotfix in testing that will adjust creature scaling to better account for the stat squish.
To elaborate a bit, this isn't just about the stat squish. That was actually a relatively
straightforward process numerically. But we made three separate changes that all affected the pacing and danger level of legacy content throughout the game:
- The "stat squish" wherein items from level 60 through Mists of Pandaria dungeon gear were changed to use a linear instead of an exponential scale.
- Doubling player health, enabling us to remove resilience from PvP and also make damage and healing less "spiky" in general.
- Removing base points from spells to allow for better scaling and tuning across classes - previously a Frostbolt might have done X damage plus Y% of your spell power; now, in 6.0.2, it just does Z% of your spell power.
Any tuning issues that are being seen, particularly in level-up content (especially dungeons), aren't a result of the squish alone but rather the combination of all three changes. We've been following data and feedback closely, and are testing internally the change that Lore mentioned, which should hopefully be deployed within a day or so (it will require server restarts). In the meantime, if there are particular creature abilities that you encounter that seem disproportionately deadly, it's quite helpful to keep pointing those out.