Tree of Savior Forum

Suggestions for upcoming cannoneer revamp

IMC recently posted in Korean dev’s blog about their intention to buff cannoneer class:

6. Buff Cannoneer

The development team is aware that Cannoneer’s skills are not comfortable and the concept is not working. There have been several changes to attempt to improve it, but it has not produced good results, and users who play Cannoneer are not satisfied.

Therefore, Cannoneer is planned to be revamped in the second half of 2018. It is difficult to improve the current skills and concept as is, so they are looking to improve it in various different ways, and will have major changes for it this year.

IMC will review user comments carefully and asks for your support in this.

I’ve been playing a cannoneer as my main character for a long time and can say I don’t feel dissatisfied at all with the concept of the class. Indeed, I think the class is quite fun to play compared to other classes. I haven’t played other alternative classes, such as musketeer, mergen or hackapell, so I don’t know how cannoneer compares to them in power. If cannoneer is in need of a buff, I would suggest not to revamp the whole class concept, but to apply some buffs and small tweaks to address some of its weaknesses.

Here my suggestions:

Cannon Blast

Armor break attribute has been bugged for a long time now. I reported this bug long time ago in a ticket, but it’s still to be addressed. While attribute tooltip indicates armor break debuff is to be applied on targets for ten seconds, the debuff is actually applying for just two seconds. That makes the attribute completely useless, since you just don’t have enough time to take advantage of the debuff in your next attacks.

I propose to fix this attribute by setting debuff duration to 10 seconds as stated in the tooltip. If you find armor break too powerful of a debuff, you could replace it by some other bonus effects.

For example, one of the main weakness of cannoneers in GvG and pvp is that, as a burst damage dealer class, they suffer too much from immunity buffs such as Missile hole, revenged sevenfold, etc. Cannoneers don’t have any feasible means to deal with those. To address this issue I propose to give cannon blast the bonus effect of removing these kind of immunity buffs from targets. This way, cannoneers would be encouraged to play brave and jump on enemy players to use Cannon blast on them from close range in order to remove their immunity buffs.

Smoke Grenade

Although the idea behind this ability seems ok, the truth is that I hardly ever find any good occasion when to use it while playing my cannoneer. The ability takes too long to cast and its duration is way too short. Targets can easily remove blind debuff by leaving the small smoke area. Furthermore, blind debuff doesn’t apply to bosses and flying monsters, making this ability yet more situational.

I propose to make blind debuff persist on targets for at least five seconds after leaving the smoke area. Also, increase smoke duration to 10 + 2 x level seconds. Make bonus cannon damage from attribute scale with the ability level, so players are encouraged to invest more than one level into this ability. And make ability also affect bosses and flying monsters.

Cannon Barrage

Stun attribute is a nice addition to this ability. I’m ok with stun chance. However, stun duration of three seconds is very underwhelming, specially if you take into consideration this stun duration gets reduced to just one second in tbl. I propose to double stun duration of cannon barrage attribute.

In addition to this, I find very frustrating how this ability often gets canceled and set in cooldown whenever you are knocked down or cc-ed during casting time. The same happens to sweeping cannon ability. I propose these abilities not to consume charges if the ability is cancelled during casting time.

Siege Burst

The point of this ability is that it takes quite some time to cast and it’s not so easy to land on moving targets. I would expect an ability with such a handicap to deal some significant damage. But damage is actually very underwhelming.

I propose to increase cooldown time of this ability to 12 seconds while increasing its damage to something like 1800% + 100% per level.

Bazooka

Bazooka ability still feels very restrictive. While in bazooka mode you can’t use any non cannon abilities, including buff abilities from previous Archer circles. If you need to rebuff, you are forced to leave bazooka mode to do so. I propose to allow usage of buff abilities, such as overestimate, running shot or hiding, while in bazooka mode.

It also feels very weird that your basic attacks in bazooka mode have a larger range than that of your cannon abilities. I propose to increase range of cannon abilities in bazooka mode similarly to basic attacks.

3 Likes

I was a cannon player, and so have tested (with full equips), all others archers. Cannon is underwheming compare to them…Not because the percent value of skill, but because of the animations and soo the bazooka instance(sooooo slow).

They have to remaster the class, for sure.

OBS: Cannon is an aoe master, but in this time, falcon is far more aoe and better.

1 Like

Please forgive my intrusion here, but I have looked into this and this is a translation error. The original Korean text states that the Armor Break effect only lasts 3 seconds.

I will be updating the English text and you should be able to see this change in-game next week. I apologize for the inconvenience.

Hello Ivion!

We appreciate your enthusiasm for the game. We appreciate a good discussion on your favorite classes and see what we can do to improve them. We will take this as a feedback from you and forward to the proper department for them to review and see what changes can be done in the future.

Thank you for playing Tree of Savior!

3 Likes

Remove knockback on siege burst pls. (as an attribute)

an ability to use Kneeling shot and Bazooka together…

1: give siege burst a fixed 2 second cast time, no matter what level of the skill the user has learned.

2: add an attribute to stop siege burst knocking enemies backwards.

3: reduce sp cost of skills used in bazooka stance by bazooka level x3 % (level 10 bazooka stance would reduce sp cost of cannon skills by 30%).

4: add an attribute for bazooka that puts sandbags around you when you enter bazooka stance - which block a certain number of physical hits, similar to how safety zone blocks attacks, but limit the blocks to physical attacks only. maybe make it 1 block per attribute level, with max attribute level being 10.

5: move smoke grenade to circle 3 (in doing so, reducing the point investment required to max it to 5). change the duration to 4 seconds per skill level, meaning it lasts for 20 seconds at level 5/max.

6: remove the ‘shootdown’ skill, and change ‘cannon shot’ to no longer do reduced damage to flying enemies, and moderately increase its skill factor.

What role does IMC want cannoneer to fill? People are suggesting stuff left and right but it’s all still within what cannoneer currently is and IMC has stated they want to move away from current cannoneer.

Currently the only role that hasn’t been filled in ToS is long range AoE. In pve it has “some” use and in up coming territory war it will have more use. Currently only 2 things in cannoneer fill that role:

  • siege burst
  • bazooka

Siege burst has an increase range attribute that brings it’s range on par with bazooka’s +80 range to AA. The rest of the cannon skills do not reach that far. Is IMC open to filling this range as cannoneer’s role?

Just make bazooka comfortable to go into and out of the stance

This.
The main problem with Cannoneer is that the character uses the cannon as a shotgun instead of a long range weapon, which is in conflict with Bazooka. When your enemies go far from you, you have to leave Bazooka stance, get close and kneel again. It SUCKS.

This would just highlight another problem with cannoneer in its ridiculously high sp cost FOR A STANCE. I emphasize “stance” because it is a 0 CD that costs 189 sp. It doesn’t look that bad on paper but realize it is the cost of simply MOVING.

Make it easier to move and you make it easier to “waste” said sp. SP is already a problem with the unbelievably high cost of the dps skills like the 268 sp cost of max cannon shot every 5 sec (which basically more than doubles if you use shoot down on cd as well).

Mind you I’m not saying “don’t make it easier to use”. I want all the problems it has addressed (which is what is implied by their complete rework).

Let me give it a try:

Cannon Shot (merged with Siege Burst), Circle 1:

  • Fire a cannonball at the selected area
  • 2 sec cast time, no cooldown
  • Size of affected area increases with the skill level
  • Destroy Magic Circle attribute now has 20s cooldown
  • Chain Explosion, Focus and Critical attributes are kept
  • Cast time reduction (to 1 sec) attribute added to Circle 2

Flak Cannon (renames Shootdown), Circle 1:

  • Sigle target skill
  • When attacking a flying enemy, causes an explosion, dealing bonus damage against the selected target and the surrounding enemies
  • Falling attribute now removes Levitate (Featherfoot)

Siege Burst: removed

Cannon Blast, Circle 1:

  • Fire a shrapnel shell at the selected area
  • Enemies caught in the explosion takes 3 hits
  • Armor Break attribute kept
  • New residual damage (DoT) attribute added to Circle 2
  • New Ricochet attribute added to Circle 3

Napalm Bomb (replaces Smoke Grenade), Circle 1

  • Fire an incendiary shell at the selected area
  • Deals fixed damage per 0.5s
  • Duration based on the skill level (increasing the total number of hits)
  • Additional cannon damage and hidden enemy revealing effects are kept, blind effect is removed

Cannon Barrage, Circle 2:

  • Damage halved and cooldown reduced to 15 seconds
  • Overheats increased from 2 to 3

Smoke Grenade: replaced by Napalm Bomb

Impulse Shot, Circle 2:

  • New skill, fire with your cannon, damaging enemies in a cone in front of you, pushing you backwards (distance based on the skill level)
  • Strong Force (circle 2 attribute): adds an effect to also push enemies back based on the attribute level
  • Firm Ground (circle 2 attribute): removes the recoil effect from Impulse Shot

Bazooka, Circle 2:

  • Fast Retreat (new circle 2 attribute): automatically uses Impulse Shot when leaving Bazooka
  • Deploy (new circle 3 attribute): becomes immune to knockback/knockdown effects when deploying Bazooka near a Pavise (Quarrel Shooter); from Lv 2, also reduces incoming damage by a small percentage per attribute level and blocks a number of incoming physical attacks per attribute level

Cannon Orchestra (renames Sweeping Cannon), Circle 3:

  • Install an automated cannon in front of you; the cannon will use Cannon Shot every time you use a Cannoneer skill (aiming at the same target or selected area) and will attack nearby enemies with Bazooka’s basic attack (similarly to Templar’s Forge)
  • Overheats: 3 (can’t have more than 3 cannons placed at the same time)
  • Number of Cannon Shots per cannon 1~5 (based on the skill level), dealing 50% of the skill’s damage and disappearing after all Cannon Shots have been used
  • Increases the SP cost of all Cannoneer skills by 30% per cannon placed
  • Fire At Will (new circle 3 attribute): doubles the attack speed of the installed cannons when using Bazooka
1 Like

@Pokart some good ideas with this post but i’m not convinced by the idea of replacing smoke grenade with just another dps skill. also not sure about the idea of auto-casting ‘impulse shot’ when leaving bazooka stance, as surely that’d require actually using the bazooka skill to exit the stance instead of just jumping. what is your vision of merging canon shot and siege burst? (i’d hope they’d keep the large circle area of siege burst, along with the sexy mortar animation). i really love the idea of having a deployable cannon, though - which fires automatically whenever you use a cannon skill. edit: the increased sp cost of canon skills per deployable cannon kind of kills it though :confused: sp costs of cannoneer are already way too high.

Napalm Bomb would have the same effect as Smoke Bomb except for blinding their targets, so enemies afflicted with napalm burn would receive the DoT and bonus damage from Cannoneer skills, also revealing hidden enemies. I think it matches better the concept of a cannoneer and it doesn’t get confused with Lachrymator.

That depends on how it’s implemented. I forgot to put a cooldown for this attribute, but if it’s available, I imagined this as a way to instantly leave bazooka (the animation would match, since the character already has the cannon raised up), so instead of the animation to leave the stance, it would use the animation of Impulse Shot to get back from the location you deployed Bazooka.

Cannon Shot and Shootdown animations are pretty much the same. I wanted Cannon Shot to shoot a cannonball not directly at the target, but drawing a parabola (like Spear Throw). Merging it with Siege Burst and removing the cooldown of the skill would turn it into a skill the player would always be using between other skills, combining many positive aspects into a single skill (damage, large AoE, number of hits, extra damage against structures and identity).

I don’t know what the current values are, but I remember reading that Cannoneer’s SP costs were reduced with the Rank 10 update. I didn’t mention SP cost reductions because that’s something every Cannoneer player agrees that should be done. IMO, the base values should be reduced to a 1/3 of the current values to make the class more comfortable to play with so many SP cost increasing attributes for Cannoneer.

Bazooka could be a buff like that of the BM, the cannon becomes a two-handed weapon.
Cannon Blast with knockback and more time with broken armor.
Smoke Grenade with a better and more visible look and longer duration (AND A LARGEST AREA PLOX).
Cannon Barrage with 3 overhit and more time stunned.
Shootdown add a debuff where hit flying monsters become land monsters for a short time.
NEW ABILITY - that places a mini cannon tower equal to the FF Bone Pointing (WITH REAL DAMAGE) that prioritizes the player’s target.

AND REDUCE EXCESSIVE MANA CONSUMPTION!! :exploding_head::exploding_head::exploding_head:

I’m finishing up playing with cannoneer and got my recommendations using part of the user’s guide below.

Bazooka:
Same time for state of kneeling shot.
Synergy with PAVISE (attribute C2): next to 1 pavise without KNOCKBACK, 2 pavise without knockback and knockdown.
Synergy with Cannon Shot (new) and Cannon Barrage (C3 attribute): both will even have cannon attack range level of bazooka when nest state.

Class atribute similiar to that of the Musketeer, press “C” (secondary weapon) and jump shooting to the ground, AOE of the weapon, alternative to recover fast posture when in bazooka state and keneeling shot.

Cannon Shot:
add attribute burst explosion: remove damage reduction for flying monsters in half.

Shotdown:
Remove immediately, only cannon shot as described above.

Smoke bomb:
add attribute as Lachrymator, increasing range.

Siege Burst:
(I’m a fan) because game of “tower defense”, best cleaner of mob area, being in bazzoka mode.
Reduce abusive SP increases if you enable all attributes.
C2 attribute, remove knockdown as cataphract skills.

Overall SP consumption reduction for better continuity of player dynamics. Out the “fire of straw”.

you guys forgetting the musk treatment. Maybe you can integrate one of the skills into sub-weapon attack? For example, fusing cannon shot and siege burst into one skill and place it at the sub-weapon attack.

Ditch Shootdown. Throw in a move that takes off a buff

Loving this topic! Amazing ideas, and i hope its work :slight_smile:

Cannon suffers from a problem that musk get near to suffer…
Sinergy with other classses.
So choose cannon should be a BOOOOM, a strong choice/rank, and other ranks just to give a little support for cannon, i suggest a glass cannon class, so much burst and dmg, and fragible.
Sp costs must be improved, i play most of classes in tos, and none get closer to sp consume from cannon

AOE problem- Aoe its a bit bugged for cannon,i suggest to increase aoe from skills

Maybe a mechanic of Cannon heat, boost ur dmg until ur cannon enter in heat, so u cant use for a while

siege burst - could be quickly or stronger, increase aoe and dmg

smoke grenade- maybe i kind of poison and so much slow while inside of the smoke

Bazooka- Oh bitch please, mages and clerics can cast buffs moving now, why keep this eternala animation just to knell? Kneeling shot do the same and have no delay

Cannon blast and cannon shot its close the same, could be merged and give us a new skill, maybe something similar to musk, to get distance
image

i suggest something kinda popular for must of us