Nimue Balance Patch: Updates to HP Pool, Move Speed, and Combat Meta

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    • Nimue Balance Patch: Updates to HP Pool, Move Speed, and Combat Meta



      Hello all,

      Nimue Patch 7, AKA the Nimue Balance Patch, is here. While the patch includes a broad range of updates and fixes to weapons and armor, the most noteworthy changes are those to overall Hitpoints, Energy, and Movement Speed:
      • The Hitpoint pool has been increased by 20% across the board to increase the time needed to kill an enemy. Along with other adjustments, this should prevent one-shot builds.
      • To complement the higher Hitpoint pool, the overall Energy pool has also been raised by 20%.
      • Movement speed has also been increased, which will make combat more fluid. It will also allow faster travel across zones, improving the overall game feel.
      We've made a couple of ability reworks to further increase the variety in builds: swords can temporarily become purge immune, Fire Staffs have a zoning tool on the Q slot, and the Guardian Helmet now can remove DoTs, for example.
      In general, we are looking forward to a new and exciting meta and are excited to see what builds you will come up with. The complete patch notes can be found below, as well as on our Updates page.



      Nimue Balance Patch (Patch #7) - Ver. 1.13.369 / REV 136513 - 20 February 2019


      Starting with this patch, Albion Online will now include Easy Anti-Cheat. This program is used by numerous well-known online games, and will offer an extra layer of protection against the most egregious forms of cheating. For more information about Easy Anti-Cheat, please see this forum post.

      Improvements
      • Performance improvements for aura spells to make spell detection more accurate and improve combat performance
      • Improved visual feedback for all sword skills - impacts now include a brief white glow for improved visibility
      • Improved audio effects for various combat abilities
      • [Android/iOS] Optimized audio load settings to improve audio stability for mobile devices
      Balance Changes

      General Balance Changes
      • Base Max Hitpoints: 1000 → 1200 (bonus HP from melee weapons remains unchanged)
        • This increases the general Hitpoint pool by 20%
      • Base Max Energy: 100 → 120
        • This increases the general Energy pool by 20%
      • Base Movement Speed: 4.8 m/s → 5.5 m/s
      • In-Combat Duration: 30s → 20s
      • Cap for Auto Attack Max Damage Increase: 200% → 300%
      Arcane Staffs
      • Frazzle (all Arcane Staffs)
        • Damage Taken Increased: 40% → 30%
      • Time Freeze (Great Arcane Staff)
        • The freeze can't be cleansed anymore
        • Duration: 3.5s → 3s
      Axes
      • Rending Strike (all Axes)
        • Energy Cost: 3 → 2
        • Healing Reduction per stack: 7% → 5%
        • Hit Delay: 0.4s → 0.2s
        • Standtime: 0.4s → 0.3s
      • Rending Swing (all Axes)
        • Hit Delay: 0.2s → 0.3s
        • Energy Cost: 2 → 3
        • Healing Reduction per stack: 7% → 5%
      • Deadly Chop (all Axes)
        • Damage: 174.04 → 152.00
      • Adrenaline Boost (all Axes)
        • Movement Speed Increase: 40% → 50%
        • Damage Increase: 20% → 25%
      • Removed the ability Battle Frenzy (all Axes)
      • Added the new ability: Battle Rush
        • Charge toward a target (ally or enemy). Enemy Healing Received is reduced 20% for 4s in a 5m radius. Ally Healing Received is increased by 20% for 4s in a 5m radius.
      Bows
      • Enchanted Quiver (Bow)
        • Auto Attack Damage Increase per stack: 25% → 35%
      • Explosive Arrows (Bow)
        • Capped the number of potential triggered effects at 25: each Rain of Arrows hit can now activate up to 5 Explosive Arrows, each of which can hit up to 5 targets
      • Magic Arrow (Warbow)
        • Projectile Speed: 15.33 m/s → 16.08 m/s
      Cursed Staffs
      • Cursed Sickle (all Cursed Staffs)
        • The ability is reworked to a skillshot with a boomerang-like trajectory.
        • Cooldown: 3.5s → 5s
        • Hit Delay: 0.5s → 0.2s
        • Standtime: 0.3s → 0.4s
        • Range: 21m → 16m
      Daggers
      • Sunder Armor (all Daggers)
        • Hit Delay: 0.2s → 0.1s
        • Standtime: 0.4s → 0.2s
      • Slit Throat (Dagger Pair)
        • Damage: 430.74 → 443.05
      • Lunging Stabs (Bloodletter)
        • Damage for targets below 40%: 306.63 → 330.00
      Fire Staffs
      • Replaced the spell Fire Bomb (Q-Slot)
      • Added new spell Burning Field (Q-Slot)
        • Sets the ground in a 3m radius for 4s on Fire. Dealing magic damage on ignition and additional damage for enemies inside the area. This is a ranged spell, which you can cast on the ground.
        • Cooldown: 0s → 4s
      Hammers
      • Power Geyser (all Hammers)
        • Hit Delay: 0.6s → 0.5s
      • Grasp of the Undead (Tomb Hammer)
        • Reworked the ability: A giant Undead Hand comes out of the ground, hitting enemies in a 2.5m radius. Dealing 110 physical damage and stunning for 2.9s.
        • Cooldown: 15s → 14s
        • Hit Delay: 0.4s → 0.5s
      Holy Staffs
      • Desperate Prayer (Holy Staff)
        • Max Heal Value: 177.69 → 200.00
        • Cooldown: 20s → 15s
      • Salvation (Fallen Staff)
        • Radius: 6m → 5.5m
      • Celestial Sphere (Redemption Staff)
        • Max Number of Jumps: 14 → 10
        • Heal per Jump: 51.5 → 80.00
      Nature Staffs
      • Rejuvenation (all Nature Staffs)
        • Heal per tick: 7.75 → 7.9
      • Revitalize (all Nature Staffs)
        • Instant Heal: 57.59 → 75.00
        • Removed the Heal Over Time effect, instead it now instantly restores 15 energy of the target
        • Cooldown: 7s → 10s
        • Energy Cost: 9 → 10
      • Circle of Life (Nature Staff)
        • Zero Charge Heal: 56.62 → 91.00
        • One Charge Heal: 90.60 → 114.00
        • Two Charge Heal: 135.89 → 148.00
        • Three Charge Heal: 192.52 → 193.00
      • Ruthless Nature (Blight Staff)
        • Cooldown: 30s → 25s
        • Heal per Tick: 29.50 → 33.00
        • Energy Cost: 18 → 15
      Quarterstaffs
      • Separator (Quarterstaff)
        • Cooldown: 20s → 15s
        • Energy Cost: 17 → 13
      • Hurricane (Iron-Clad Staff)
        • Doesn't knock mobs away anymore
        • It interrupts Mob spell casts instead
        • Damage per tick: 23.20 → 32.00
        • Cooldown 100 IP: 23.8s → 36s
        • Cooldown 1700 IP: 19s → 20s
      • Overpower (Double Bladed Staff)
        • The ability was renamed to Crescent Slash
        • Reworked the animation, it is now a jump with a fixed duration
        • Cast Range: 11m → 15m
        • Standtime: 0s → 0.3s
        • Damage: 69.64 → 80.00
        • Radius: 5m → 6m
      Spears
      • Inner Focus (all Spears)
        • Movement Speed Increase per stack: 6% → 8%
        • Buff Duration: 5s → 6s
      • Reckless Charge (one handed Spear)
        • Range: 11m → 13m
      Swords
      • Heroic Strike (all Sword)
        • Heroic Charge now also gives a 10% Attack Speed Bonus per stack
        • Standtime: 0.4s → 0.3s
      • Heroic Cleave (all Swords)
        • Reworked the ability:
          • Deals physical damage to all enemies in a 6m radius around you.
          • Creates one Heroic Charge if you hit at least one enemy.
          • Creates two Heroic Charges if you hit three enemies or more.
          • Each Heroic Charge increases your move and attack speed by 10% for 6s. (stacks up to 3 times)
          • Hit delay: 0.4s → 0.3s
          • Standtime: 0.3s → 0.2s
          • Radius 4m → 6m
          • Energy cost: 3 → 3.5
      • Iron Will (all Swords)
        • While the buff is active the caster becomes now immune to purges
        • Activating this ability doesn't give an extra Heroic Charge stack anymore
        • Resistance Increase: 25% → 35%
        • Duration: 5s → 4s
      • Mighty Blow (Broadsword)
        • The ability now jumps towards the target.
        • Range: 3m → 10m
        • Hitdelay: 0.4s → 0.3s
        • Standtime: 1s → 0.8s
        • Damage: 267.84 → 276.00
        • Resistance Increase: 0.36 → 0.24
        • Energy Cost: 14 → 11
      • Spinning Blades (Dual Swords)
        • Max Hitpoint Damage: 5% → 8%
      • Soulless Stream (Galatine Pair)
        • Max Hitpoint Reduction: 10% → 6%
      Armors
      • Purging Shield (Mage Robe)
        • Cooldown: 60s → 45s
        • Duration: 6s → 5s
        • Energy Cost: 12 → 10
      • Life Steal Aura (Hellion Jacket)
        • Now also increases Healing Received by 10%
        • Duration: 10s → 8s
      • Windwall (Knight Armor)
        • Cooldown: 40s → 30s
      • Force Shield (Judicator Armor)
        • Resistance Increase Factor: 0.35 → 0.32
      Helmets
      • Ice Block (Cleric Cowl)
        • Cooldown: 60s → 40s
      • Inner Corruption (Cultist Cowl)
        • Cooldown: 50s → 30s
      • Meditation (Assassin Hood)
        • Channel Duration: 2s → 3s
        • Max Cooldown Reduction: 10s → 15s
      • Growing Rage (Royal Hood)
        • Damage Increase per stack: 10% → 8%
      • Stoneskin (now available on all Plate Helmets)
        • Removed the damage and healing penalty. It is now a straight resistance increase
        • Resistance Increase: 60% → 50%
      • Emergency Heal (Now only available on Guardian Helmets)
        • Reworked the ability:
        • Instantly heals 10% of your max health and removes any damage over time effects.
        • Cooldown: 60s → 40s
        • Instant Heal: 5% → 10%
      • Electric Discharge (Judicator Helmet)
        • Cooldown: 60s → 45s
        • You can now keep moving during the activation of this skill
      Shoes
      • Vengeful Sprint (Hellion Boots)
        • Damage Increase per stack: 5% → 4%
      • Defensive Sprint
        • Removed from Graveguard Boots
        • Added new ability Battle Frenzy instead:
          • Increases your movement speed by 80% and makes you immune to any movement-impairing effects for 5s. Does not make you immune to forced movement effects like knockbacks.



      Passives


      • Efficiency (Cloth Armors)
        • Energy Cost Reduction: 8% → 12%
      • Efficiency (Cloth Helmets & Shoes)
        • Energy Cost Reduction: 3.5% → 6%
      Offhands
      • Normal Shields:
        • Crowd Control Resistance Factor: 0.36 → 0.60
      • Mistcaller:
        • Cooldown Reduction: 15% → 14% (on 1700 IP)
      • Leering Cane:
        • Cooldown Reduction: 0% → 6% (on 1700 IP)
      • Eye of Secrets:
        • Max Energy Factor: 0.4 → 0.5
      • Muisak:
        • Now increases Damage and Healing significantly, but also increases energy costs.
        • Bonus Damage: 20% (on 1700 IP)
        • Bonus Healing: 20% (on 1700 IP)
        • Energy Cost Increase: 25% (on 1700 IP)
      • Taproot
        • Max Health Factor: 0.5 → 0.42
      Capes
      • Heretic Cape
        • Root Duration: 4s → 6s
      • Keeper Cape
        • Health Threshold for activation: 60% → 70%
        • Cooldown: 100s → 80s (on 1300 IP)
      • Lymhurst Cape
        • Cooldown: 120s → 130s (on 1300 IP)
      • Martlock Cape
        • Cooldown: 140s → 160s (on 1300 IP)
        • Bonus Defense: 66.66% → 50%
      • Thetford Cape
        • Damage (80.44 → 92.00)
      • Undead Cape
        • Health Threshold for activation: 20% → 25%
      Mounts
      • Ox:
        • Base Speed: 35% → 40%
      • Pest Lizard:
        • Base Speed: 120% → 110%
      • Morgana Nightmare / Spectral Bonehorse:
        • Gallop Bonus: 125% → 123%
      • Direwolf Mounts (includes special mounts with the same stats)
        • Gallop Bonus: 140% → 130%
      • Spectral Bat / Husky:
        • Gallop Bonus: 140% → 132%
      • Moabird Mounts:
        • Gallop Bonus: 135% → 127%
      • Cougar Mounts:
        • Gallop Bonus: 130% → 125%
      • Rageclaw:
        • Gallop Bonus: 145% → 132%
      • Husky Sled:
        • Gallop Bonus: 125% → 123%
      Fixes
      • Spell and buff fixes:
        • The Hellgate buff can no longer be purged
        • Fixed an issue where Empowering Beam buff stacks would drop briefly - they should now be more stable for the duration of the spell
        • Battle Frenzy is no longer resistant to silencing
        • Fixed an issue where Tackle and Reckless Charge could be resisted by the target after the initial hit
        • Fixed an issue where the displacement effect of Reckless Charge was incorrectly resisted
        • Mortal Agony now reveals stealthed characters as intended
        • Field of Death now reveals invisible characters under Mark of Sacrifice as intended
        • Battle Frenzy no longer offers immunity to Wind Wall
        • Royal Banner now increases normal attack speed and reduces cooldowns as intended
      • Improved tooltips for various abilities, clarifying spell behavior and/or adding missing information
      • Corrected jump and roll animations for male characters - offhand weapons now stay attached to hand
      • Fixed an issue where the tooltip for Silver costs in the crafting UI was not displayed correctly
      • Regional production bonus UI now displays only valid items
      • Additional minor graphical, UI, animation, texture, terrain, audio, and localization fixes
    • On foot movement on foot go up, mount movement of the mounts go down.
      But I believe that many will still complain that its difficult to catch players and that you are facilitating, lol

      All the changes that allow a more balanced fight are extremely important for the future of the game, and these recent changes look for it, as it makes the fights much more strategic and more and more depending on the strategy of the players.
      Congratulations.
    • Dagother wrote:

      Robinhoodrs wrote:

      Anti-cheat doesn't even let me play the game... I log in and after 10 seconds it kicks me out to the log-in screen. No messages saying why, currently going through all the steps on their website to try and fix it.

      FUN TIMES!!!!
      Do you have Easy Anti-Cheat installed and run the game via launcher?
      Yes and yes.

      I've re-installed the game, repaired the game, repaired Easy Anti-Cheat, all my Windows updates are up-to-date, I've turned off other game clients (Steam, Origin, etc), turned off anti-virus. Still kicks me out within 10 seconds.


      clap
    • Robinhoodrs wrote:

      Dagother wrote:

      Robinhoodrs wrote:

      Anti-cheat doesn't even let me play the game... I log in and after 10 seconds it kicks me out to the log-in screen. No messages saying why, currently going through all the steps on their website to try and fix it.

      FUN TIMES!!!!
      Do you have Easy Anti-Cheat installed and run the game via launcher?
      Yes and yes.
      I've re-installed the game, repaired the game, repaired Easy Anti-Cheat, all my Windows updates are up-to-date, I've turned off other game clients (Steam, Origin, etc), turned off anti-virus. Still kicks me out within 10 seconds.
      Could you check my latest post in the game does not start after the update ?
    • Dagother wrote:

      Robinhoodrs wrote:

      Dagother wrote:

      Robinhoodrs wrote:

      Anti-cheat doesn't even let me play the game... I log in and after 10 seconds it kicks me out to the log-in screen. No messages saying why, currently going through all the steps on their website to try and fix it.

      FUN TIMES!!!!
      Do you have Easy Anti-Cheat installed and run the game via launcher?
      Yes and yes.I've re-installed the game, repaired the game, repaired Easy Anti-Cheat, all my Windows updates are up-to-date, I've turned off other game clients (Steam, Origin, etc), turned off anti-virus. Still kicks me out within 10 seconds.
      Could you check my latest post in the game does not start after the update ?
      Posted.


      clap
    • gmatagmis wrote:

      PrintsKaspian wrote:

      Explosive Arrows (Bow)


      Capped the number of potential triggered effects at 25: each Rain of Arrows hit can now activate up to 5 Explosive Arrows, each of which can hit up to 5 targets
      Along with HP buff, from nowhere without any warning. Really?

      This change was made because the Rain of Arrows and Explosive Arrows combination was one of the most expensive spells in big fights. Meaning it is really stressed out our servers, causing lag for all players around. We are trying our best to improve the performance, without altering game mechanics too much. However in some cases, some mechanics are very expensive and unfortunatelly we have to be more strict in hard capping certain effects. The Longbow was a very strong weapon in ZvZs already. actually arguably a little too strong. That's wjy we didn't want to over compensate the Longbow pre-emptively with this mechanical change, it might become too strong in small scale fights and even in ZvZs (beeing super deadly even when hitting not a big clump). But we will absolutely monitor how Longbow will perform after this patch and if it turns out to be too weak now, we will consider buffing the abilities again.

      TLDR:
      The mechanical change was neccessary to ensure better combat performance in the long run.
      We might consider buffing Longbow in a future patch, if the mechanical change hits it's viability to hard in big fights.

      Cheers,
      Retro
    • *Duplicate post*

      PrintsKaspian wrote:

      The Hitpoint pool has been increased by 20% across the board to increase the time needed to kill an enemy. Along with other adjustments, this should prevent one-shot builds.

      To complement the higher Hitpoint pool, the overall Energy pool has also been raised by 20%.

      Movement speed has also been increased, which will make combat more fluid. It will also allow faster travel across zones, improving the overall game feel.
      Well, you just made PvE a whoile lot easier. With the movement speed increase you can have the reactions of a slug and still have time to tie your shoelaces before moving out of mob AoE. Should the mob cast speed not have been increased to compensate?

      Same with mob HP and damage. Have these been adjusted? If not then why?

      Pve needs to be made more challenging, not easier.
      Midgard
      T8 Fibre, Ore, Hide, Wood & Stone Gatherer
      T8 Gathering Gear Crafter
      T8 Bags & Capes Crafter

      The post was edited 1 time, last by Midgard ().