The canoneer is so underwhelming, but I think that's honestly a good thing, as us f2p's rlly don't need 1000 more confusing but important interactions regarding the canooner.
They introduce it underpowered so people can get used to the idea of having tower troops in the first place. When they do make it super OP it'll be too late and we'd already be playing in a new ecosystem where everybody has gotten used to the meta with tower troops.
Seeing it struggle to destroy even the smallest of swarms was so sad So much of the card balance revolves around the princess tower that when you change that out it just completely breaks every interaction
@@expiredmilk5435 It melted tanks quite a lot though, it simply means decks using cannoneer would need to focus on cards effective against swarms instead of tanks.
@@expiredmilk5435 Then be in sync with your tower troop like you would be with any deck. This completely opens up new gameplay options more then any card does due to how many interactions could change.
It will probably be a lot worse against cards like goblin drill or barrel, and much better against heavier building targeting wincons. Bringing small swarms will be really good
The thing the cannoneer is missing is the fact that it has 0 splash dmg (and obviously it shoots wayyyy too slow). Giving it some splash would greatly increase it's effectiveness against bigger groups and it fits with the cannon theme pretty well imo
Yep, it should be like firecracker once the main projectile is broken, some broken shell parts causes aoe dmg about 25% dmg of main projectile for every shot but the aoe should be small like smaller than lighting spells maybe 3by3 or 2by 2 tile is good
@@defnotnaruto222i got you Cannoneer each hit = 422 Cannoneer hits 3 times = 422*3 -> 1266 Mini pekka health = 1361 Ice spirit dmg = 110 1361 - 1266 = 95 Yea you’re right, it’s because the help of ice spirit :(
@@thejizzingsupersigmasplash would be way to op it already has more dmg and range than princess depending on situation all it needs is a faster hit rate to like 2 not 2.4
I think the thing is is that decks right now were built with the princess tower in mind, the cannoneer tower will likely require certain decks to adapt to it, for example. decks with cannoneer might rely more on splash units. Perhaps this might be the meta where wizard is playable. Time will tell. Does need a health buff though.
Even the tiniest bit of splash damage would completely erradicate skarmy, minion horde, goblin gang, barbarians, and more cards out of the meta, but yeah, makes sense.
I really wish it had the same HP as the princess tower tbh. The lack of HP really puts a doubt on its advantages. If it were to keep the smaller HP, maybe it would be better if it had a small splash damage with a very tiny radius, just enough to make it less vulnerable.
the issue is, the most threatening deck out there are cycling decks that dont use a big rank. Against the current meta pushed by evos, cannoneer is pretty much worthless. That, and shooting so slowly EVEN A TOMBSTONE IS A THREAT TO IT
What I think this tower troop is a little bit of AOE damage. Maybe make it so that it two-shot a skeleton with its aoe to compensate for the attack speed
It’s like you can’t really say the Cannoneer is bad when the Princess tower is weak to what the Cannoneer is strong to, the Cannoneer can’t do anything against skeletons while they can destroy a Mini Pekka while it’s the opposite for princess tower
Less health and slower attack speed doesn’t compensate for just a bit more damage.. it needs a buff to either of those stats if not both or it should splash
In the end of the day these tower troops are gonna be deck dependent, if you’re running a deck with cheap swarm killers or even swarms then the cannoneer isn’t all that bad since you won’t worry about other swarms too much, but you’re running a more “tanky” deck then the cannoneer isn’t a good choice since it can’t kill swarmy cards.
Imagine if they add a tower card just like the towers in "timeless towers" where it heals quite fast so you cant do cycle deck, but it attacks slow and doesnt really do much damage to compensate on regeneration
Nah i think its gonna be pretty decent if you know what you're doing, a lot of the situations they were shocked a cannoneer couldn't handle a princess tower wouldn't be able to handle either.
They should completely change his mechanic and do damage same for the single target damage but after the shot landed it gets an area dmg that is lower than the single target. The area dmg should be able to kill skeletons at the least.
I think it would be interesting to put something like this: slightly more range to be able to just negate princesses and dart goblins, and shoots twice as fast with 40% damage when troops come close It would create an interesting kite mechanic where you want to keep tanky units away from the tower to maximize dps, but swarmy units close to clear them fast, but not as fast as the princess tower
It does not need splash damage. If it gets splash it becomes broken. Even the smallest amount of splash will already destroy skarmy, barbarians, goblins, goblin gang and minion horde. Also, splash would not solve the goblin barrel and graveyard problem. They should buff it's hp instead so it has the same amount of health as the princess tower. Yes, it's much worst against swarms, but it's also much better agaisn't tanks
I think bomb tower would be the best combo with this new unit, as it’s high hp allows for more shots from the cannoneer while the splash damage means that swarms are less of a problem
Y'all are missing a point here 😅 if a tower troop has less HP then there is a possibility of one with more HP, right? At that point wouldn't it itself be the selling point? Imagine having a golem tower troop with 7000 HPs and getting away with making a crap ton of mistakes and losing over 3k HPs but still manages to win in tiebreaker. THE ULTIMATE P2W EXPERIENCE.
This update shouldn’t be a thing in the first place, makes match ups way more luck based and honestly I think princess tower power ups or different types of arrows would be better than changing her as a whole
I often think about some kind of 'Mother witch tower', which does significantly less damage and applies curse only at the third shot it does. For now, the way to get better elixir trades are just utilizing the arena tower and making proper counter-pushes with your remaining units. The hogs would make for a nice counter-push value, and also better swarm defense by the hogs tanking and drawing aggro. The downsides are obvious. Low damage would make it vulnerable to larger tanks, and all defensive interactions would be slower and riskier. The user may utilize their units to maximum to get extra value the normal tower cannot offer, which I think is a nice addition. Fix: some typo errors.
i think its meant to compensate for those decks that lack anti tank. I do believ it needs more hp, perhaps the same amount, after all youre already sacrificing attacks speed for higher damage. or maybe lower damage and make it do aoe, since at this point the princess is doing more dmg than it.
In my opinion, the tower isn't that bad, It's just the opposite of the princess tower, you need to defend to little little weak units a bit more and tanks/mini tanks defend a bit less, i think just skeletons could kill a full hp pekka with that tower troop, deadass, for my deck could be really helpfull
02:21 Regarding this I feel like they should keep the king but his tower weapon changes (kinda like the weaponised Town Halls) Obviously keep the cannon as default with it being whatever level your king tower is (changing weapon shouldn't lower your tower level, just the weapon level if it is different).
I think the cannoneer should do splash damage. But that could be too op. So my idea is to make it deal more damage to the main target and less splash damage around it. For example: If a scarme is coming. The cannoneer would hit one skeleton and do some damage to the nearby skeletons in a short radius. And on the second hit kill the skeletons which were hit before.
I think it needs splash dmg tbh, but the splash dmg should do less than the single target hit so that its slow attack speed weakness isn’t completely negated
If you use like inferno tower with it it's bad you really need to use cards that are strong against bait with it like mother witch :/ and also not every deck uses bait so it's not useless and I think with the right support it can be good
A good buff would be giving him a splash attack to compensate for his low attack speed. If not maybe give him 15-20% more hp than the original princess tower
I think that the only way to make the cannoneer viable is to give it splash dmg or increased health, because if someone uses a spawner deck then you're basically screwed, you can't do anything about it unless u pair it up with bomb tower and log. But i also think it was smart of supercell to make it less overpowering so that they can buff it accordingly.
I thought the cannon tower does splash to compensate for the slow attack speed but I get it, high damage and splash but slow (a Sparky basically) is kinda OP
I'd like to see a rework on this. Maybe giving it splash and faster hitspeed but significantly reducing its damage output. Or they could just buff its health (but still less than a princess tower) and hitspeed overall
ngl i think its fine, its like you sacrifice your ability to deal with swarms in exchange for killing tanks faster, but they should give it the same hp as princess tower since its not really strong to the point of having nerfed health, maybe reduce its damage a bit in exchange for faster attack speed too because its genuinely useless against stuff like graveyard lol
I hope they add more tower troops like maybe a flamethrower who sends fire (or small fireballs) or maybe like a Yeti who sends snowballs and maybe every fifth is a big Snowball? That'd be fun!
I think give a cannoneer a bit of Peirce. But only on overdamage. Like if the target hp is lesser than the damage. Then a lesser extra hit to units behind the initial target. If it kills the enemy units. The 50-80% of the overflow damage will Peirce toward the target behind the unit behind the initial unit. And it will repeat if the secondary unit (like skel) dies until all the overflow damge is used up. Note: it can only hit one unit at a time per hit.
I think that it looks ok. It would be interesting for supecell to finally make a situational card/balance instead of going "welp, its underwhelming. Buff it until it is a better option than everything else that is available"
buff ideas for this tower troop since its kinda bad increase attack speed make it also a tank with more hp then princess add splash damage! -my best idea
Either they should buff the health of the tower by a lot (more than Princess) or give it a small splash that does a little bit of area damage around it (enough to kill skeletons but nothing else)
I think the best thing they could do to make it better is just give it splash so it can deal with skarmy and stuff better. The splash damage should do as much as the regular dmg tho, should be like half, maybe less.
Ideas for canonner : 1) more health, it's the cousin of the king like I'd expect it to be nearly as buffed as the king tower 2) make the cannon shots splash a little like mortar? 3) increased damage
I mean something to consider is baiting cards into the middle like a mk is so much more powerful Also this is practically an aoe buff to deal with swarm if you run cannoneer. With that said, I think the main benefit is that people won't be ready for you to run a different tower troop. So it's kind of a mix up. I don't like adding another tower troop because now it's really just a game of chance and now matchups instead of being a 1/100 win chance can be absolutely 0 just because one goober decided to run a different tower troop
What canoneer needs is a very small splash damage. That way it won't be extremely overwhelmed by swarm troops. Even .5 tile splash damage would make a huge difference.
biggest mistake actually, if cannoneer is ever good it just f's up everything, some decks just wont work to it, interactions all messed up, imagine when there are 4 different tower troops, every game is just different and your stuck on your one deck thats only gonna be good against a few of them. All the cards are balanced around the princess tower, now its just so wrong
Actually barbarians are not really okay. seems like the overspill almost compensates for the 20% DPS buff anyways, assuming 1 shot did about 60% of the barbs hp, or even 70%, meaning the buff is completely gone already.
People always value more damage in games over atk speed because the atk speed isn't low enough to be detrimental, whether it's the axe in minecraft or a sniper in fortnite. The only exceptions would be like a minigun cause the atk speed is so high that you can tell it's good, that and it looks cool. But this shows a clear reason why you don't skimp out on atk speed.
upon retrospection, the King cant be swaped out like Tower Princess-s since he is the cloest thing to a Mascot for the game (see any animated trailer) however, it might be a possibility for the Cannon to be swapped out
Im just curious about the tie braker, if no dmg is dealt, does it mean that the canonneer player loses ? Would be playable if it had: - ranged splash ( against swarm troops ) ( like Baby D - Epic ) - if it targets a troop near tower, drop bomb instead to deal splash around tower ( against GY / Goblin Barrel) ( Like Valkirie - Rare ) - dmg increase for each hit it does on same troop ( against BeatDowns ) ( Like I-Tower - Rare )
They could make it a proper tank killer, give it something like "deals 5% of max hp additional damage" or something like that [Edit] Either that or full commit to a tank killer Triple the damage, half the attack rate Useless against swarm but destroys tanks (in theory) [Edit 2] And range Idk about you but a cannon sounds like it can fire farther than a bow xd Counters princess, counters xbow, mortar, and the like. Once again, in exchange for being extremely weak against swarm
I think the new tower troop is going to be a perfect fit for those decks that are used to be bad against beat down decks,like x-bow or something,which already hard counter baits or graveyards
This feels like something that should be it's own game mode. Rather than a ladder option. Unless the synergy with troops were more important, it feels like something that would either disrupt ladder horribly, or be entirely underwhelming or situational. More a draft challenge sort of thing. I get Clash Royale wanting to add new cards to make the game more interesting. Maybe this isn't a bad idea, but definitely poorly executed.
The canoneer is so underwhelming, but I think that's honestly a good thing, as us f2p's rlly don't need 1000 more confusing but important interactions regarding the canooner.
Yep
They’re gonna overbuff tf out of it for sure
I think they will reduce the cd
And me asking Supercell to add merge cards to make the game even more hard to master.
Canooner
We need side by side princess vs cannoneer interactions on all troops please. Those older technical videos were so valuable.
Oj kinda fell off when he stopped that, his videos used to be so exciting and now it's all clickbait and boring content
@@kacpya3999 cant really blame him when supercell introduce a lot less card than before
@@kacpya3999 he not clickbwating wdym
He lazy now
@@fadhlanzaqwan3897 just general tips for newer cards like Little Prince
Towers having different amounts of health feels weird and not in a good way. I don’t like that towers will be more/less vulnerable to spells
I agree, tower health should not be touched at all imo. Plus it makes sense considering it’s still kind of the same “tower”
I agree
Agreed
No
I also disagree
I really hope this tower is 5000+ trophies or newer players are gonna be waaay too confused.
I think it unlocks when you get legendary cards at 3500. My wife just got there and it gave her a chest opening to reveal princess troops. But idk
You unlock it at arena 8 aka 2300 thropies
@@KJMcLawsoff topic but that’s cute as hell that you play CR with your wife
I think it’s smart to introduce tower troops underpowered. Maybe they’ll learn from their mistakes
They introduce it underpowered so people can get used to the idea of having tower troops in the first place. When they do make it super OP it'll be too late and we'd already be playing in a new ecosystem where everybody has gotten used to the meta with tower troops.
Still better than Evolutions introduction tho @@hoklam2013
@@hoklam2013 Fantastic take. Probably this will happen in the future
Ig they'll not release them underpowered. This might be the first & last one. After all, that's not good for a p2w game, they'll lose their bucks.
On top of that, if they release op tower troop, they're gonna put that on us that we wanted it.
Seeing it struggle to destroy even the smallest of swarms was so sad
So much of the card balance revolves around the princess tower that when you change that out it just completely breaks every interaction
Bruh it’s obviously weak with swarm and strong against giants that is the balance
@@ABoxIsMyHomeIts not strong enough against tanks to justify how weak it is against swarms
@@expiredmilk5435 It melted tanks quite a lot though, it simply means decks using cannoneer would need to focus on cards effective against swarms instead of tanks.
@@kyleco9185 yeah but if you can't ignore something like goblins, its probably gonna cost you the game
@@expiredmilk5435 Then be in sync with your tower troop like you would be with any deck. This completely opens up new gameplay options more then any card does due to how many interactions could change.
It will probably be a lot worse against cards like goblin drill or barrel, and much better against heavier building targeting wincons. Bringing small swarms will be really good
cant imagine witch
@@bruhmanbrofireball it
wait will the skeletons outspawn the attack speed?@@bruhmanbro
Fire spirit building has left the chat
@@swagjimmyYep looks like it
The knife thrower tower troop will be the opposite i think. She will probably does less damage but with faster attack speed.
???😂
wdym
@@Katec444 knife thrower might be the next tower troop according to some leaks.
Yea or whatever that thing at the end of Cannoneer trailer is called. Basically this is for tanks and that's for swarms sort of thing
Yeah, just like xbow
I think the meta is better off with alternate tower troops being bad/situational.
Most definitely, we dont want op tower troops making the game excessively defensive
Logbait gonna be lit
To start out. They should slowly buff them into the meta
situational? in which situation would you want to get destroyed by every card in the game?
Where's the content of the content is terrible
The thing the cannoneer is missing is the fact that it has 0 splash dmg (and obviously it shoots wayyyy too slow). Giving it some splash would greatly increase it's effectiveness against bigger groups and it fits with the cannon theme pretty well imo
my thoughts exactly
Makes it too op then bro they will probably make another tower troop that does splash but less damage
Splash damage should do half the damage of the cannoneer
Yep, it should be like firecracker once the main projectile is broken, some broken shell parts causes aoe dmg about 25% dmg of main projectile for every shot but the aoe should be small like smaller than lighting spells maybe 3by3 or 2by 2 tile is good
the whole point of is that is does higher single target damage but is weaker against swarms and other low hp units
I think cannon carl is a better name for this excuse for a card
This isn’t brawl stars they don’t do that
P2L moment
Canon carl😂😂😂😂😂😂😂
For real though
Yess❤❤❤😂😂
Is it just me or does OJ’s tech videos feel more like a gameplay showcase than anything nowdays.
Just you
Bc it is... lol
Just you
@@CasualCat64 no its not his vids are nowhere near as good as his old technical analysis videos
I feel like ever since he added other guy definitely.
The fact that offensive tombstone is even remotely viable against this says alot
11:47 I think minipekka getting only 1 hit on the tower is absolutely something to talk about
I think its probably because the ice spirit hit it, but I'm too lazy to calculate the math for that
@@defnotnaruto222i got you
Cannoneer each hit = 422
Cannoneer hits 3 times = 422*3 -> 1266
Mini pekka health = 1361
Ice spirit dmg = 110
1361 - 1266 = 95
Yea you’re right, it’s because the help of ice spirit :(
But without the IceSpirit it would hit twice
@@edotensei5083BIG BRAIN
I feel if the cannoner had a little bit of splash damage, a slightly faster hit rate, and more health it would be pretty useful
splash is legit all it needs, it does hella damage
@@thejizzingsupersigmasplash would be way to op it already has more dmg and range than princess depending on situation all it needs is a faster hit rate to like 2 not 2.4
no that’ll be too op
@@thejizzingsupersigma I agree, but the splash should be minimize. Like Royal Ghost splash.
@@freezeguy1295 it has smaller range than the princess. Give it a little splash like probably 0.5 tiles will be good enough to balance it
I think the thing is is that decks right now were built with the princess tower in mind, the cannoneer tower will likely require certain decks to adapt to it, for example. decks with cannoneer might rely more on splash units. Perhaps this might be the meta where wizard is playable. Time will tell. Does need a health buff though.
I think it need maybe a very tiny splash damage
Even the tiniest bit of splash damage would completely erradicate skarmy, minion horde, goblin gang, barbarians, and more cards out of the meta, but yeah, makes sense.
Unless it couldn't kill skeletons with the splash
Beep Bop....... *BAP?* ❓ ?
@@Player_ButWorse_AndBetter the splash damage could be like 1/4th of the canon shot and not 1 hit kill swarmies
Rip Bomb Tower
I really wish it had the same HP as the princess tower tbh. The lack of HP really puts a doubt on its advantages. If it were to keep the smaller HP, maybe it would be better if it had a small splash damage with a very tiny radius, just enough to make it less vulnerable.
your actual deck can compensate varingly for the weaknesses of the cannoneer meaning the meta could change in spite of the minor card interactions
the issue is, the most threatening deck out there are cycling decks that dont use a big rank. Against the current meta pushed by evos, cannoneer is pretty much worthless. That, and shooting so slowly EVEN A TOMBSTONE IS A THREAT TO IT
Can’t wait for this game to be even more matchup dependent!
I can’t wait 🎉
Gotta love how skelies can be used to cycle at the bridge but now spirits cant
What I think this tower troop is a little bit of AOE damage. Maybe make it so that it two-shot a skeleton with its aoe to compensate for the attack speed
It’s like you can’t really say the Cannoneer is bad when the Princess tower is weak to what the Cannoneer is strong to, the Cannoneer can’t do anything against skeletons while they can destroy a Mini Pekka while it’s the opposite for princess tower
Less health and slower attack speed doesn’t compensate for just a bit more damage.. it needs a buff to either of those stats if not both or it should splash
In the end of the day these tower troops are gonna be deck dependent, if you’re running a deck with cheap swarm killers or even swarms then the cannoneer isn’t all that bad since you won’t worry about other swarms too much, but you’re running a more “tanky” deck then the cannoneer isn’t a good choice since it can’t kill swarmy cards.
Imagine if they add a tower card just like the towers in "timeless towers" where it heals quite fast so you cant do cycle deck, but it attacks slow and doesnt really do much damage to compensate on regeneration
Or maybe just a wall who did no damage just like the vault but has 3x the HP of a princess tower
Dude beefy tower troops would be insane
That’s way to OP
I’d say it would be better if it regend a bit of HP each second, the higher HP, the faster regen, and it still has bad damage
Nah i think its gonna be pretty decent if you know what you're doing, a lot of the situations they were shocked a cannoneer couldn't handle a princess tower wouldn't be able to handle either.
Cannonear looks like it's just going to be good in splash yard and hogexnado
They should completely change his mechanic and do damage same for the single target damage but after the shot landed it gets an area dmg that is lower than the single target. The area dmg should be able to kill skeletons at the least.
Clash royale never fails to ignore the community
2:29
“I thought the king is gonna be a cannon too”
--OJ 2023
I don't like the idea of having 3627 towers with different hps
You mean two towers?
He means 3627
@@hallowedknight234 why 💀
I think it would be interesting to put something like this: slightly more range to be able to just negate princesses and dart goblins, and shoots twice as fast with 40% damage when troops come close
It would create an interesting kite mechanic where you want to keep tanky units away from the tower to maximize dps, but swarmy units close to clear them fast, but not as fast as the princess tower
Remember they had SO much faith in this card that they completely overhauled the UI and added tower troop cards and chests
LMAO COMPLETELY TRUE
I feel like the tower should do a tiny bit of splash, just because of the slow attack speed and lesser health you can get overwhelmed extremely fast
It needs to deal a bit of splash damage I think or else you can't win against swarms like graveyard or logbait
A slight splash radius would be a reasonable buff with its speed
It does not need splash damage. If it gets splash it becomes broken.
Even the smallest amount of splash will already destroy skarmy, barbarians, goblins, goblin gang and minion horde. Also, splash would not solve the goblin barrel and graveyard problem.
They should buff it's hp instead so it has the same amount of health as the princess tower. Yes, it's much worst against swarms, but it's also much better agaisn't tanks
The next tower troop is the one who has splash damage. Not this one.
A cool tower troop would be a tower without anything on it, but it has way more health. Kinda like a heist safe
That would be absolutely terrible
You're kidding, right??
It would need like 6k health the be good
Dat is a terrible idea. Someone could drop high dps low health troops n jus demolish ur tower if ur out of elixir.
That’s a bad idea. However, what if, it is sth like an electro giant with reflecting damage, maybe it would work
I think a bit of splash damage & the same health as the princess (maybe a bit more) will make the cannoneer viable.
Hell nah
Make it do less damage than the archer tower then 🤷🏽♂️
Exactly
@@nolimit606it has less range then the Princess tower sooo
I think bomb tower would be the best combo with this new unit, as it’s high hp allows for more shots from the cannoneer while the splash damage means that swarms are less of a problem
What it needs is either very slightly faster attack speed or the same kind of splash like skeleton dragons or witch
Y'all are missing a point here 😅 if a tower troop has less HP then there is a possibility of one with more HP, right? At that point wouldn't it itself be the selling point? Imagine having a golem tower troop with 7000 HPs and getting away with making a crap ton of mistakes and losing over 3k HPs but still manages to win in tiebreaker. THE ULTIMATE P2W EXPERIENCE.
This update shouldn’t be a thing in the first place, makes match ups way more luck based and honestly I think princess tower power ups or different types of arrows would be better than changing her as a whole
Adding more cards make the game more luck based
I often think about some kind of 'Mother witch tower', which does significantly less damage and applies curse only at the third shot it does.
For now, the way to get better elixir trades are just utilizing the arena tower and making proper counter-pushes with your remaining units. The hogs would make for a nice counter-push value, and also better swarm defense by the hogs tanking and drawing aggro.
The downsides are obvious. Low damage would make it vulnerable to larger tanks, and all defensive interactions would be slower and riskier. The user may utilize their units to maximum to get extra value the normal tower cannot offer, which I think is a nice addition.
Fix: some typo errors.
I think it'll be actually prety good in decks with good cycle like log bait
i think its meant to compensate for those decks that lack anti tank. I do believ it needs more hp, perhaps the same amount, after all youre already sacrificing attacks speed for higher damage. or maybe lower damage and make it do aoe, since at this point the princess is doing more dmg than it.
In my opinion, the tower isn't that bad, It's just the opposite of the princess tower, you need to defend to little little weak units a bit more and tanks/mini tanks defend a bit less, i think just skeletons could kill a full hp pekka with that tower troop, deadass, for my deck could be really helpfull
Skeleton can kill it without worrying about placement
yea you just need to put splash damage cards to support the cannoneer what wrong with this people in the comment
@@bacjoel5668 that's what i am saying, he might be really usefull for some certain decks
I feel like a buff could be it dealing splash damage. It feels like it should do a small splash like maybe 2x2 tiles like witch.
Just got to the part where shane suggested this lol
Tower troops are now situational, i hope they make the next ones like this, canooner is for tanks, princess is for low hp/multiple troops
02:21 Regarding this I feel like they should keep the king but his tower weapon changes (kinda like the weaponised Town Halls)
Obviously keep the cannon as default with it being whatever level your king tower is (changing weapon shouldn't lower your tower level, just the weapon level if it is different).
Next update they will give an inferno multi to the king
@@davidrojas4687 Giga inferno
At this point it seems that they made the valk so anti-graveyard cuz it will be meta once cannoneer is actually appointed by players
I think the cannoneer should do splash damage. But that could be too op. So my idea is to make it deal more damage to the main target and less splash damage around it. For example: If a scarme is coming. The cannoneer would hit one skeleton and do some damage to the nearby skeletons in a short radius. And on the second hit kill the skeletons which were hit before.
I think it needs splash dmg tbh, but the splash dmg should do less than the single target hit so that its slow attack speed weakness isn’t completely negated
Agreeed, if the splash is like Witch or Wiz, it'll be OP.
If you use like inferno tower with it it's bad you really need to use cards that are strong against bait with it like mother witch :/ and also not every deck uses bait so it's not useless and I think with the right support it can be good
I genuinely assumed the Canoneer would've had splash damage.
I feel like it would be an okay card if attack speed was reduced and health was increased, when you upgraded the card.
Why doesn't the canoneer just splash
Too op
@@sajeedkhan2168dagger dutches exists
I recon a very small splash would be good, something that only actually does aoe if two troops are right next to each other
A good buff would be giving him a splash attack to compensate for his low attack speed. If not maybe give him 15-20% more hp than the original princess tower
Yea that’s what I was thinking splash damage to counter spam
I think that the only way to make the cannoneer viable is to give it splash dmg or increased health, because if someone uses a spawner deck then you're basically screwed, you can't do anything about it unless u pair it up with bomb tower and log. But i also think it was smart of supercell to make it less overpowering so that they can buff it accordingly.
I thought the cannon tower does splash to compensate for the slow attack speed but I get it, high damage and splash but slow (a Sparky basically) is kinda OP
I'd like to see a rework on this. Maybe giving it splash and faster hitspeed but significantly reducing its damage output. Or they could just buff its health (but still less than a princess tower) and hitspeed overall
Can you please make updated tech videos for the troops and these towers?
I think canoneer needs some splash damage with a little bit of more HP. To deal with swarm and shit.
As a player who uses goblin barrel, I see this as an absolute win
ngl i think its fine, its like you sacrifice your ability to deal with swarms in exchange for killing tanks faster, but they should give it the same hp as princess tower since its not really strong to the point of having nerfed health, maybe reduce its damage a bit in exchange for faster attack speed too because its genuinely useless against stuff like graveyard lol
Lower tower health makes this so much worse
I hope they add more tower troops like maybe a flamethrower who sends fire (or small fireballs) or maybe like a Yeti who sends snowballs and maybe every fifth is a big Snowball? That'd be fun!
Give it buff. Make it do splash damage
I think give a cannoneer a bit of Peirce. But only on overdamage. Like if the target hp is lesser than the damage. Then a lesser extra hit to units behind the initial target.
If it kills the enemy units. The 50-80% of the overflow damage will Peirce toward the target behind the unit behind the initial unit. And it will repeat if the secondary unit (like skel) dies until all the overflow damge is used up.
Note: it can only hit one unit at a time per hit.
I think that it looks ok. It would be interesting for supecell to finally make a situational card/balance instead of going "welp, its underwhelming. Buff it until it is a better option than everything else that is available"
It just needs a lower damage and high splash damage area, or a similar functionality like the bowler, push back and phase through troops
I feel like they should make it splash a bit. This might help with swarms
buff ideas for this tower troop since its kinda bad
increase attack speed
make it also a tank with more hp then princess
add splash damage! -my best idea
nah im leaving, Im not learning a million new interactions all over again
Either they should buff the health of the tower by a lot (more than Princess) or give it a small splash that does a little bit of area damage around it (enough to kill skeletons but nothing else)
I think they should double down on the tank busting part of the kit and make his hits do % HP damage
That would make swarms even more op
% hp is NEVER the solution
Tombstone wrecks this thing.
That might be the worst idea I've heard in years
Percent based damage is never a good idea.
Goblin barrel would be op
Holy shit you’re right
I think the best thing they could do to make it better is just give it splash so it can deal with skarmy and stuff better. The splash damage should do as much as the regular dmg tho, should be like half, maybe less.
Ideas for canonner :
1) more health, it's the cousin of the king like I'd expect it to be nearly as buffed as the king tower
2) make the cannon shots splash a little like mortar?
3) increased damage
As a log bait player, this is the best update they made in a long time and im definitely not biases
2:25 "I thought the king would be a cannon too."
OJ- 2023
I mean something to consider is baiting cards into the middle like a mk is so much more powerful
Also this is practically an aoe buff to deal with swarm if you run cannoneer.
With that said, I think the main benefit is that people won't be ready for you to run a different tower troop. So it's kind of a mix up. I don't like adding another tower troop because now it's really just a game of chance and now matchups instead of being a 1/100 win chance can be absolutely 0 just because one goober decided to run a different tower troop
i think i little bit of splash so it can at least not take damage on sekeltons would make it usable but still not meta
What canoneer needs is a very small splash damage. That way it won't be extremely overwhelmed by swarm troops. Even .5 tile splash damage would make a huge difference.
biggest mistake actually, if cannoneer is ever good it just f's up everything, some decks just wont work to it, interactions all messed up, imagine when there are 4 different tower troops, every game is just different and your stuck on your one deck thats only gonna be good against a few of them. All the cards are balanced around the princess tower, now its just so wrong
8:02 “Spirit Goblins”
Actually barbarians are not really okay. seems like the overspill almost compensates for the 20% DPS buff anyways, assuming 1 shot did about 60% of the barbs hp, or even 70%, meaning the buff is completely gone already.
People always value more damage in games over atk speed because the atk speed isn't low enough to be detrimental, whether it's the axe in minecraft or a sniper in fortnite. The only exceptions would be like a minigun cause the atk speed is so high that you can tell it's good, that and it looks cool. But this shows a clear reason why you don't skimp out on atk speed.
upon retrospection, the King cant be swaped out like Tower Princess-s since he is the cloest thing to a Mascot for the game (see any animated trailer) however, it might be a possibility for the Cannon to be swapped out
Tbh making a deck around the canoneer can be a good way around as u dont need big tank counters and can focus on swarm counters in your deck
I really dislike the cannon guys shooting animation. The cannon ball he shots comes from above the cannon and not from within the cannon.
Im just curious about the tie braker, if no dmg is dealt, does it mean that the canonneer player loses ?
Would be playable if it had:
- ranged splash ( against swarm troops ) ( like Baby D - Epic )
- if it targets a troop near tower, drop bomb instead to deal splash around tower ( against GY / Goblin Barrel) ( Like Valkirie - Rare )
- dmg increase for each hit it does on same troop ( against BeatDowns ) ( Like I-Tower - Rare )
In the trailer they did tease a dagger tower troup. I do think that one is going to be a faster attack speed but less dps.
Canonier is a "Tank" with less HP and zero defense. Mf dies to Tombstone. This must be a troll.
1:07 that cut when he did the lightning made me laugh for some reason lol
They could make it a proper tank killer, give it something like "deals 5% of max hp additional damage" or something like that
[Edit]
Either that or full commit to a tank killer
Triple the damage, half the attack rate
Useless against swarm but destroys tanks (in theory)
[Edit 2]
And range
Idk about you but a cannon sounds like it can fire farther than a bow xd
Counters princess, counters xbow, mortar, and the like.
Once again, in exchange for being extremely weak against swarm
If u look at the family tree that clash royal showed I can see that there is one more hidden tower unit
I think the new tower troop is going to be a perfect fit for those decks that are used to be bad against beat down decks,like x-bow or something,which already hard counter baits or graveyards
This feels like something that should be it's own game mode. Rather than a ladder option.
Unless the synergy with troops were more important, it feels like something that would either disrupt ladder horribly, or be entirely underwhelming or situational. More a draft challenge sort of thing.
I get Clash Royale wanting to add new cards to make the game more interesting. Maybe this isn't a bad idea, but definitely poorly executed.