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.

sp costs of cannoneer are already way too high.

