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Worker is the worst class - CHANGE MY MIND!

Average tanked (shots taken+shots dodged)
Average damage

Y'all may find the above interesting. This is based on 190 battles of Arizona.net. Not the most balanced or best FF world, but it does have a lot of high level, well-geared and 'optimally' skilled players. The average battle has a level of 185-190. I see many people referring to Colo, since it's relatively balanced, but there are not many good high level tanks and the average player level is much lower. The tanked list leaves out players that finish the battle with more than 5k HP in attempt not to pull results down too much for players that often end up unused.

The only workers present in tanked are Ethereal & Bonnie Lassie, and Daykoda, Uchichi Madara and Obstlostarier for damage. All these characters are 210+ and have very good gear. The one you don't see is advent, the first one in both is much, much lower, so imho the title of this is thread is ragebait. Yeah advents are amazing at holding sectors but especially on older worlds there are many people stuck with a class that is relying 100% on teamwork. Not everyone wants to play like that (rightfully so) and they're stuck with something made up in 2008 or a choice they made when they just started. Not every world is like Colo where people still start anew. Buffing them in one way or another, be it giving them a resistance bonus or a flat dmg bonus, whatever, is needed.

So yeah, change advent and change the way worker xp bonus works because it makes no sense as it is currently (I didn't know it did work like that). I wouldn't mind a buff for worker, like Uchi said 25/50 wouldn't hurt, as the class heavily relies on high level/gear but it's no way near as bad as advents have had it.
 
Personally I do not think the workers XP bonus is wrong or bugged or anything. It is as intended. You get a few percents extra, this was very important in the past and can be in some speed servers.

Let´s just do some maths, I get almost 500% XP bonus from gear, If I was a worker with the "correct" bonus I would gain an excessive amount just from the bonus. You can´t compare that to the advent finding a few products extra or increased luck (which I actually think is used in the same way as worker xp so can be ignored). Everyone would have to play worker just because of the OP XP bonus.

Workers are fine, I play them on 90% of the new worlds I opened before I lost faith in InnoGames and feel like they are laughing in my face. You can play tank, damager, construct, click. They arent great for duels. Luck and products you get from gear these days.

Advents do need a buff, but since InnoGames doesn´t care about the game, they won´t do it. I really see them in they breakfast meeting on Monday mornings:
9:00-9:30 game 1-3
9:30-9:55 game 4-6
9:55 Coffee break
9:59 "Oh crap we forgot the west, any comments? no? great!"
10:00 back to the desk and laugh about the west players who still buy nuggets
I respect the take but the math doesn't support it. Let me be specific.

At 535% EXP from gear, the Worker flat bonus adds +4 EXP per 15s. That's not a few percent extra, that's statistically invisible. The bonus was designed for early-game characters with 50-100% gear bonuses where flat additions actually mattered. At modern gear levels it's completely dead.

Now about the "everyone would play Worker if it were multiplicative" argument, Adventurer's drop bonus is already multiplicative. At 400% drop chance, the 20% Adventurer bonus gives you +80 percentage points, not +20. That's the exact "excessive" scaling you're worried about for Worker, and it already exists for Advent. So the logic doesn't hold.

And you even said yourself luck and products come from gear now, meaning the Adventurer multiplicative bonus is also largely irrelevant at high gear levels for the same reason. Both classes are suffering, but at least Advent's bonus scales with investment. Worker's flat bonus actively gets weaker the more you invest in gear.

The real issue isn't that Worker would be OP with multiplicative, it's that both classes need a rethink for modern gear levels. A multiplicative Worker bonus wouldn't make everyone play Worker, it would just make Worker a legitimate choice again instead of a class you pick and then ignore the bonus entirely.

4 EXP per 15s isn't a class feature. It's a rounding error.
exp1.png
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I would also like to share some statistics since many ask for them.
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level225.png

arizonatotal.png

level50.png

level150.png

level180.png
 
I would also like to share some statistics since many ask for facts.









I cant post 10 images at once, so this is the reason for the double post...


level200.png
 
hey have a +20% chance to find an item and products, making money from products is only a small amount of money, the real money is in the clicking
Outside of FF the drop and luck bonuses need to be rethought entirely to scale multiplicatively with existing totals so that high investment Adventurers get exponential returns that actually justify the class choice for economy and farming. Right now they dont.
On Adventurer, i actually think their situation is worse than Workers just in a different way. @BigNoob put it perfectly: the adventurer luck bonus is not some infinite money glitch, they drop 12 items per 100 jobs instead of 10
those % are completely set dependant, if you compare someone with no clothes, or simply 0% more bonuses, of course the diference is very small, currently the diference is greater the more you have clothes, it is true %, lets use the same comparison you did, lets say in 100 jobs a non adventurer is getting 50 items, and adventurer would be getting 60 in same 100, of course at some point will reach 1 item per job, but even in this, adventurer would get the 1 item in each job much faster (i doubt InnoGames will let we reach that level of luck, before changing something)... not to mention the simply math that is 20% more drop chance, it is simply, each 10 items droped, an adventurer drops 12, however like i told about the luck, the more drop you have in clothes greater is the diference (in numbers), not to mention that by being adventurer you can get 20% more drop to end quests faster, craft more items, upgrade profession... a lot of advantages, it literally 20% more money doing same thing... imagine you like to craft cake deco to sell? if you make 20% more, what does that means? 20% more money bruh... and the money in jobs, as even da portuguese noob said, luck is more important than money bonus, you get waaaaaaaaay more money selling the goods than in each 15s, of course need a very good luck set, such as krampus, spirit, nuka, mossman... however each % these sets give, adventurer receive 20% more, thats a fact, the same can be said about an ratatouille 1782682933468.png as example, to non adventuers wil get 50% luck and drop, meanwhile from that buff, an adventurer will get 60% on each, thats 10% more in both statuses for 24 hours.

now comparing the money from the job, and from the luck founds... of course we cant compare it properly cuz is RNG based as i already have told before, but by only doing the math if i get 30 items in 100 jobs, with 6k-20k (12k average drop) luck, and in each job i earn 500$ then...

500$ x 100 jobs done = 50.000$
12.000$ x 30 drops = 360.000$/2 = 180.000$
total money: 230.000$

then... same numbers but with the adventurer 20% luck

500$ x 100 jobs done = 50.000$
12.000$ x 36 drops = 432.000$/2 = 216.000$
total money: 266.000$

in that comparison the adventurer made 15,6% more money in 100 jobs, and the diference gets way higher the more luck we consider the adventurer has on gear.

in 500k clicks the worker bonus gives you an extra 2m xp which is 1 full level around level 150, that means while the adventurer is level 150 the worker is already level 151, and the worker is increasing his advantage everyday due to gaining more xp from the daily login, and as everyone knows that matters a lot at high level, when the adventurer is level 197 the worker is already level 200, the worker will reach level 250 and the adventurer is gonna reach 244

that seems also be the case, but if you are comparing with no sets equiped, the diference is the 10%, if you have no exp on gear basicaly, however the more exp you have on your equipment the less is the diference, nowadays is common newbies have 300% exp on gear, then would be 310% for worker right? thats 3,33% more exp!

3,33% exp of someone level 250 (1.366.043.299 exp) is 45.534.321 exp
if we remove that amount of 45kk exp from someones level 250...
it would be 1.320.508.978 exp which is equal to? level 248...

and the diference get lower the more exp you have equiped, like my max exp is 409%, would be 419% as a worker... thats 2,4% diference, if the % was real 10% ALLWAYS... here is the math...

10% exp of (1.366.043.299 exp) is 136.604.330 exp
if we remove that amount of 136kk exp from someones level 250...
it would be 1.229.438.969 exp which is equal to? level 245...

so no, the exp is only effective when nobody have any gear equipped, besided that, not an advantage at all nowadays.

But how can you say that the Worker’s bonuses are useless?
the point is not exactly they being useless it self, but basic everything aged poorly, or has something better, then it turned useless.
every veteran of this game knows that the one class who fell behind over the years is the adventurer class
no one is saying that adventurers shouldnt get a buff aswell, but workers arent diferent, they have nothing besides the ff bonus which is being outperfomed by a lot by soldiers and duelers, which in case makes me like more being adventurer than worker. (things that i already said before, more than once)
they be talking about the adventurer luck bonus as if its some kind of key to infinite money glitch
it is almost 20% more basicaly (depending the luck in the set)... whats better almost 20% more money or 4% less fee?
the simple fact is that the way the game is designed makes 1% xp MUCH MORE IMPORTANT than 10% money or luck or whatever
we are not talking about 1% versus 1% of each bonus, we are comparing the diference that 10% flat have versus the exponential 20% an adventurer has in 2 distinct bonuses, which makes diferences bigger the more you have, it is very simple, 1000 droped items would be 1200, 10000 would be 12000, meanwhile the exp is only in the base value, is too weak as i already proved several times, unless you are naked doing jobs, then yes, it is exactly 10% more.
if you are like 99% of the normal players then you dont click enough for any of those bonuses to be relevant
if you happen to click enough and you have a brain then you click for XP because XP matters infinitely more
you seem to be forgeting a simply fact, we can only reach till a limit level (250), so even if you get like i said previously, 3,33% faster the level limit (250), there are nothing more to do beyond that with that skill, meanwhile more money means more equipment, more product means more bonuses, more bonuses means more buffs... the point of we being asking for a fix on the exp, is to see if make more people choose it, and to really gives a diference.
and as I said, any bit of extra xp matters to access higher daily login bonus earlier (which generates a snowball effect that helps you)
this makes no sense, cuz you will always get the same amount of exp in percentage in the daily login, unless you are considering the total amount of exp, which also makes no sense, cuz sometime an non worker would also reach same level, and not that much amount of time after, not forgeting also that 250 level is the cap, so nothing to do with exp after that, however the unique thing i can see that maybe has a difference is from items that have exp per level, but still very low amount to be that real significant.
and worker class is also doing fine in battles, it wasnt designed to be the best tanking class nor the best damaging class, it should NOT be the best tanking class nor the best damaging class, it was designed to be able to perform both, and it performs both reasonably well.
Fix the EXP to be multiplicative, thats probably just a bug fix at this point and had almost universal agreement in this thread. Bump the FF bonus from 20%/40% to 25%/50% to give it a real edge without breaking anything.
So yeah, change advent and change the way worker xp bonus works because it makes no sense as it is currently (I didn't know it did work like that). I wouldn't mind a buff for worker, like Uchi said 25/50 wouldn't hurt, as the class heavily relies on high level/gear but it's no way near as bad as advents have had it.
no @BigNoob it is not performing well, to have half the significancy of the soldier bonus, would need to be half the bonus, which is not the case, 100% more hp versus 40% more dodge... to be consider like half a soldier, would need to be 50% more dodge like i already have asked before. look:
my final sugestion is to buff workers hit/dodge to 25%-50%, and fix the exp to be REAL 10%



soldiers can't damage and duelers can't tank.
soldier damager buff a lot more the neighbours, and a dueler tank can still crit. (it is not supose to, but can)
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Playing adventurer i can say 1 thing. The money/product bonus is almost irrelevant. I dont know how you guys make your money but i can say for sure i dont rely on my bonus from advent to make it. Everyone makes their money through events and selling on market where it is irrelevant what character class you are playing.
a fake adventurer then, youre not using your advantages because you dont want.
And like others mentioned clicking for money instead of XP is just so wrong. Why spend your precious time clicking for something that doesnt make you advance in levels.
buy better gear to play fort fight as tank in defense?
buy better gear to play fort fight as tank in attack?
buy better gear to play fort fight as damager in defense?
buy better gear to play fort fight as damager in attack?
buy gear to upgrade it to play fort fight as tank in defense?
buy gear to upgrade it to play fort fight as tank in attack?
buy gear to upgrade it to play fort fight as damager in defense?
buy gear to upgrade it to play fort fight as damager in attack?
BUY BETTER GEAR TO FARM EXP?
BUY GEAR TO UPGRADE IT TO FARM MORE EXP?
buy better gear to church?
buy gear to upgrade it to do church better?
buy better gear to drop more often?
buy gear to upgrade it to drop more often?
buy better gear to make more money?
buy gear to upgrade it to make even more money?
but better gear to move faster?
buy gear to upgrade it to move even faster?
ill not write about any type of duel, but also buy better things to duel? or upgrade duel gear?

as it seems you need to start from somewhere, you cant make your money out of nowhere, need to start at jobs, and jobs still a very good way to make money, actually is the only one, the money you earn from your selling people get or by selling other stuff or got by doing jobs, and those that got money by selling things have sold to someone that maybe farmed it doin what? not to mention about christmass.
The banking fee from worker i would say it's nice and it can matter a lot more than what you get from adventurer money bonus when you are selling items on market but it can be avoided by keeping your money in town.
to you maybe is true cuz you dont do 15s, but like i proved earlier, the money from luck and drop from jobs is higher than what you save from the fee, not forgeting that half the 4% fee are still saved in treasury to be used later, so tecnically is not a that big loss, and cmon is only 4% the fee, if you have a lot money to deposit nothing that 10 nuggets save you.
Won't say how much money i have atm but let's say it's more than enough.
For battles which are the most important there are 2 things to look at.
befalling ofc
Firstly a worker either tank or damage will always outperform an adventurer in terms of stats(dodged shots/damage dealt).
already said why we shouldnt compare that, but proly you dont read so, the fort fights have 3 roles, damage, tank and ghost... ofc who ghost is adv so whats left? both tank and damage worker is being outperformed, thats why i was asking the 20%-40% to be 25%-50%, would still be worse doing damage and tanking, however would lower the diference, and make things more equal, like i said about the hp buff being 100% versus only 40% dodge... hp has way more value than the dodge.
Usually worker damagers are seen more in top 10-20 damage dealers than worker tanks in top 10-20 dodged shots.
they're allways on WT also, allways, which only makes it seems they are performing better, meanwhile in all towers have duelers and soldiers, and if dont doubt also an adventurer waiting to see if need hold it, not forgeting that when talk about battle perform we cant simply compare a few amount of battles due to the RNG, however if you compare hundreds of battles, it have a pattern.
fact is that workers on their towers are a very good tank and they can outperform a soldier.
workers on their towers are a very good tank and they *CAN* outperform a soldier that is not in the ST.
(90% of cases soldiers not in ST are outperforming workers in WT)
What is most important is that everything Tanz is showing doesn't mean absolutely anything.
maybe to you isnt important cuz you dont use your class the right way, however if you want anything besides that, and you start again RN from 0 i can only see you choosing or dueler or soldier, and not even considering choosing worker.
IF you have 30 adventurers in a battle and 30 workers in a battle i can tell you for sure that those 30 workers would do so much more than 30 advents. They can play both tanks and damage dealer and all of them will have a use while from the adventurers only let's say 10 of them would be used for ghosting while the others would be meat shields that have absolutely no bonus and won't do anything more than a worker/soldier.
the point is that these 30 workers you can swap it for 15 duelers and 15 soldiers, they will perform better, but you cant swap these adventurers, they are still crucial to their specific fuction.
You don't want to be convinced, so like I said in in the 3rd or 4th comment, you're just trolling. You have your opinion, some accurate, some misguided. Congrats on generating a lot of blah blah blah, and in essence, you'll never be convinced because you're approaching it from one angle - the way YOU play the game.
:njub:
@Test acc showed this with the spreadsheet he made with @BigNoob, Worker with premium needs 51 shots to die in a specific scenario while a Soldier without premium needs 54.
thats also true, no premium soldier performed better than worker with premium in same scenario in the comparison we did.
if he had 138 spots to fill hed take 60 soldiers, 60 duelers, 9 workers and 9 adventurers, and even that is him forcing the four classes in.
and these 9 workers can be easily swaped by soldiers or duelers, that 9 adventurers still needed :D
Workers ARE good on WT. But the problem is thats the only place they exist. @Test acc showed battle replays where not a single Worker tanked any tower other than WT in the entire battle. Thats not a strategy, thats a limitation.
and soldiers and duelers allways in all towers, and even outperforming them not in their own tower, las awesomia in colorado, the top 2 dodges were soldier, they did the most dodges on WT.
The population numbers tell the same story. Around 14% of battle participants are Workers on .net, consistently the least chosen class, and in the two biggest Colorado alliances combined with over 1000 players only 11% are Workers. @WesternCalin correctly pointed out that adventurer multis inflate those numbers so genuine adventurers are probably closer in real count to Workers than the raw data suggests, but even accounting for that, Worker is still at the bottom. And the class breakdown graph from 2014 to 2026 shows the Worker line slowly declining over the years while everything else stayed relatively stable. Something is clearly wrong.
to me the answer is very simple, the worker class is weak (all skills are whatever), and the only "good" thing it has (20%-40% dodge hit), have something better.
The danger reduction during jobs sounds good on paper but @Shirohime herself explained how you can LP-switch mid job and barely take damage on high danger jobs without being Adventurer at all.
it loses it eficiency if you do that, or has less diference between other classes, however it also means that an adventurer dont need that much the swap between sets, and also less need to use hp buffs that often.
Ghosting is Adventurers only real identity at this point and the problem is its completely situational. In large Colo battles going 50+ rounds it can genuinely be a win condition, @boot proved this personally by holding flags alone multiple times. But in smaller battles or worlds where battles dont fill, @Shelps who actually mains HP Adventurer said something that stuck with me, the bonus becomes more of a disadvantage than a bonus because people wont shoot at you and you cant tank properly. And even when ghosting works perfectly the reward formula doesnt compensate it, you hold a tower alone for 10 rounds and generate almost no battle ranking experience while a Dueler who landed 5 crits gets all the credit. Thats a broken incentive structure.
yes i already said same, there is no reward to ghost, which should have, and where battles are shit no need at all to use an adventurer, which could easily mean 50% soldier and 50% dueler in battles :D
Let´s just do some maths, I get almost 500% XP bonus from gear, If I was a worker with the "correct" bonus I would gain an excessive amount just from the bonus. You can´t compare that to the advent finding a few products extra or increased luck (which I actually think is used in the same way as worker xp so can be ignored). Everyone would have to play worker just because of the OP XP bonus.
Now about the "everyone would play Worker if it were multiplicative" argument, Adventurer's drop bonus is already multiplicative. At 400% drop chance, the 20% Adventurer bonus gives you +80 percentage points, not +20. That's the exact "excessive" scaling you're worried about for Worker, and it already exists for Advent. So the logic doesn't hold.

And you even said yourself luck and products come from gear now, meaning the Adventurer multiplicative bonus is also largely irrelevant at high gear levels for the same reason. Both classes are suffering, but at least Advent's bonus scales with investment. Worker's flat bonus actively gets weaker the more you invest in gear.
like @Uchiha Madara said, it would be extremely fair you get 550% instead of 500%, is what it should give, the text in the class page is exactly the same as the adventure one, so why it works diferently?
Workers are fine, I play them on 90% of the new worlds
im very sorry for that but, why?
The one you don't see is advent, the first one in both is much, much lower, so imho the title of this is thread is ragebait.
bro didnt have read the posts...
And you even said yourself luck and products come from gear now, meaning the Adventurer multiplicative bonus is also largely irrelevant at high gear levels for the same reason.
actually the more you have, the more distant it become, 1000% would be 1200%, thats a 200 diference!

back then i tought was 20% flat, i even mocked back then, that an ratatoule was like 5 adventurers without premium, it turns that i was wrong, an ratatoule for an adventurer is actualy better than from a non adventurer (60% drop and 60% luck).

then the checkmate...
I would also like to share some statistics since many ask for them.










ill ask to chat gpt make a conclusion for me:


Conclusion

After reading every argument and checking the numbers myself, I don't think the discussion should be about which class is the strongest. It should be about whether each class bonus actually works as its description suggests and whether it remains meaningful as the game evolves.

The Worker XP bonus currently loses value the more XP equipment you obtain because it is applied differently from the Adventurer's drop and luck bonuses. If two class bonuses are worded in the same way, they should follow the same mathematical logic. Consistency is important, regardless of which class benefits from it.

At the same time, I also agree that Worker could use improvements to its Fort Fight bonus. Increasing it from 20%/40% to 25%/50% would not make it outperform Soldiers or Duelers in their specialties, but it would make the class more competitive instead of always feeling like the weaker alternative.

None of these suggestions are intended to make one class mandatory. The goal is the opposite: to give players a real reason to choose every class based on preference rather than feeling that some bonuses have become outdated over the years.

In the end, class balance should not be based on opinions or personal playstyles, but on how the mechanics actually work. If a bonus scales correctly for one class, it should scale correctly for the others as well. Consistency, transparency and meaningful choices are what make a class system healthy in the long run.
 
Soldier is the best class how is this even a debate? You can even be good full leadership for damage.

Duelist are second besr only because of the crits that deal huge damage because of the soldier bonus.

If the game was like the old one again without sets then I could see all classes being balanced.

Oh and the 250lvl cap just made soldiers stronger compared to workers
 
actually the more you have, the more distant it become, 1000% would be 1200%, thats a 200 diference!
I actually didn't realise it at first but you are 100% right. The more your drop bonus the bigger the bonus the Adventurer gets. That's actually insane. Imagine having a 1000% drop chance set and you get 200%+ from your class bonus for free. ( with how the game is evolving set wise i dont doubt that we will reach 1000% soon enough, right now the best combination gives you around 470-500%? Somewhere there if im not mistaken ) so if thats on an Adventurer he actually has 564-600% thats almost an extra 100% and as @Test acc said, the bigger the bonus you have on sets the bigger the multiplicative bonus becomes. Simply multiply your set bonus with 1.20.


I think theres a lot of data to back everything we say here. Anyone who ignores it either doesn't fully understand it or refuses to. The whole argument is not Adventurer is weaker in FF than worker, I see this almost in every comment.
 
I actually didn't realise it at first but you are 100% right. The more your drop bonus the bigger the bonus the Adventurer gets. That's actually insane. Imagine having a 1000% drop chance set and you get 200%+ from your class bonus for free. ( with how the game is evolving set wise i dont doubt that we will reach 1000% soon enough, right now the best combination gives you around 470-500%? Somewhere there if im not mistaken ) so if thats on an Adventurer he actually has 564-600% thats almost an extra 100% and as @Test acc said, the bigger the bonus you have on sets the bigger the multiplicative bonus becomes. Simply multiply your set bonus with 1.20.


I think theres a lot of data to back everything we say here. Anyone who ignores it either doesn't fully understand it or refuses to. The whole argument is not Adventurer is weaker in FF than worker, I see this almost in every comment.
( im HP adventurer, CZ Phoenix, #2: lvl 163)

this is probably very subjective on whats more important for everybody. this numbers looks good and I agree that the bonus% for classes should work same. But also i don't agree that fixing workers xp% mech. will make balance in pve-bonus . (im gonna speak only for non-FF bonuses this time).

Short version: if worker's xp bonus work same as adventurer's, that would be extreeeme boost for worker and in my opinion, it will resolve in much more unbalanced game that it is now

Long version: as I said, probably different for everyone goal, but I think XP is the most hunted "currency" in the game - the main ladder is for XP, every bonuses now work as higher level (xp) = higher bonus and having the bigger bonus is basically the goal. I play competitively for XP ladder, even as adventurer im keeping with #1 worker. and that means, every non-clicking hour im and evey cash i make, Im spending to farm/buy any product to boost xp or to make cocktails etc to boost xp even a little bit, just to have the best bonus. so as I farm my ass off, even with adv. product-drop bonus, my all-time farming results with boosting xp% bonus from 340 xp to cca 350 /15s (according to my lvl). and that is every hour product farming and almost every cash spending.
And if I imagine that workers will get real 10% xp bonus, and with „correct" formula get from 340 to 370 just with the char. bonus, I can really stop trying to beat them because this boost will destroy and chance to keep the xp with workers anymore..
I hope my perspective is understandable.
So basicaly, yes, I thing the formula should work the same for every class, but also, i think right now the results are pretty balanced (according to my „race" with workers). In my opinion if the worker's xp formula is reworked, the % bonus should be lowered.. which would probably mean why change it when it works.

I fight very hard for class re-balance mostly for FF bonuses and replacing/updating all useless char. bonuses, but honestly adv. product drop bonus and worker's xp bonus seem as most balanced bonuses right now and I would change a thing.. :D

also @Uchiha Madara I very very agree with you post about the FF bonus post in last page - probably the best FF bonus class re-balance post so far
 
Short version: if worker's xp bonus work same as adventurer's, that would be extreeeme boost for worker and in my opinion, it will resolve in much more unbalanced game that it is now
it will not be extreme, will still be 10%, 10% less exp from the amount needed to level 250 is level 245, still very weak amount, but way better than currently is.
 
those % are completely set dependant, if you compare someone with no clothes, or simply 0% more bonuses, of course the diference is very small, currently the diference is greater the more you have clothes, it is true %, lets use the same comparison you did, lets say in 100 jobs a non adventurer is getting 50 items, and adventurer would be getting 60 in same 100, of course at some point will reach 1 item per job, but even in this, adventurer would get the 1 item in each job much faster (i doubt InnoGames will let we reach that level of luck, before changing something)... not to mention the simply math that is 20% more drop chance, it is simply, each 10 items droped, an adventurer drops 12, however like i told about the luck, the more drop you have in clothes greater is the diference (in numbers), not to mention that by being adventurer you can get 20% more drop to end quests faster, craft more items, upgrade profession... a lot of advantages, it literally 20% more money doing same thing... imagine you like to craft cake deco to sell? if you make 20% more, what does that means? 20% more money bruh... and the money in jobs, as even da portuguese noob said, luck is more important than money bonus, you get waaaaaaaaay more money selling the goods than in each 15s, of course need a very good luck set, such as krampus, spirit, nuka, mossman... however each % these sets give, adventurer receive 20% more, thats a fact, the same can be said about an ratatouille View attachment 4215 as example, to non adventuers wil get 50% luck and drop, meanwhile from that buff, an adventurer will get 60% on each, thats 10% more in both statuses for 24 hours.

now comparing the money from the job, and from the luck founds... of course we cant compare it properly cuz is RNG based as i already have told before, but by only doing the math if i get 30 items in 100 jobs, with 6k-20k (12k average drop) luck, and in each job i earn 500$ then...

500$ x 100 jobs done = 50.000$
12.000$ x 30 drops = 360.000$/2 = 180.000$
total money: 230.000$

then... same numbers but with the adventurer 20% luck

500$ x 100 jobs done = 50.000$
12.000$ x 36 drops = 432.000$/2 = 216.000$
total money: 266.000$

in that comparison the adventurer made 15,6% more money in 100 jobs, and the diference gets way higher the more luck we consider the adventurer has on gear.



that seems also be the case, but if you are comparing with no sets equiped, the diference is the 10%, if you have no exp on gear basicaly, however the more exp you have on your equipment the less is the diference, nowadays is common newbies have 300% exp on gear, then would be 310% for worker right? thats 3,33% more exp!

3,33% exp of someone level 250 (1.366.043.299 exp) is 45.534.321 exp
if we remove that amount of 45kk exp from someones level 250...
it would be 1.320.508.978 exp which is equal to? level 248...

and the diference get lower the more exp you have equiped, like my max exp is 409%, would be 419% as a worker... thats 2,4% diference, if the % was real 10% ALLWAYS... here is the math...

10% exp of (1.366.043.299 exp) is 136.604.330 exp
if we remove that amount of 136kk exp from someones level 250...
it would be 1.229.438.969 exp which is equal to? level 245...

so no, the exp is only effective when nobody have any gear equipped, besided that, not an advantage at all nowadays.


the point is not exactly they being useless it self, but basic everything aged poorly, or has something better, then it turned useless.

no one is saying that adventurers shouldnt get a buff aswell, but workers arent diferent, they have nothing besides the ff bonus which is being outperfomed by a lot by soldiers and duelers, which in case makes me like more being adventurer than worker. (things that i already said before, more than once)

it is almost 20% more basicaly (depending the luck in the set)... whats better almost 20% more money or 4% less fee?

we are not talking about 1% versus 1% of each bonus, we are comparing the diference that 10% flat have versus the exponential 20% an adventurer has in 2 distinct bonuses, which makes diferences bigger the more you have, it is very simple, 1000 droped items would be 1200, 10000 would be 12000, meanwhile the exp is only in the base value, is too weak as i already proved several times, unless you are naked doing jobs, then yes, it is exactly 10% more.

you seem to be forgeting a simply fact, we can only reach till a limit level (250), so even if you get like i said previously, 3,33% faster the level limit (250), there are nothing more to do beyond that with that skill, meanwhile more money means more equipment, more product means more bonuses, more bonuses means more buffs... the point of we being asking for a fix on the exp, is to see if make more people choose it, and to really gives a diference.

this makes no sense, cuz you will always get the same amount of exp in percentage in the daily login, unless you are considering the total amount of exp, which also makes no sense, cuz sometime an non worker would also reach same level, and not that much amount of time after, not forgeting also that 250 level is the cap, so nothing to do with exp after that, however the unique thing i can see that maybe has a difference is from items that have exp per level, but still very low amount to be that real significant.



no @BigNoob it is not performing well, to have half the significancy of the soldier bonus, would need to be half the bonus, which is not the case, 100% more hp versus 40% more dodge... to be consider like half a soldier, would need to be 50% more dodge like i already have asked before. look:





soldier damager buff a lot more the neighbours, and a dueler tank can still crit. (it is not supose to, but can)
View attachment 4216

a fake adventurer then, youre not using your advantages because you dont want.

buy better gear to play fort fight as tank in defense?
buy better gear to play fort fight as tank in attack?
buy better gear to play fort fight as damager in defense?
buy better gear to play fort fight as damager in attack?
buy gear to upgrade it to play fort fight as tank in defense?
buy gear to upgrade it to play fort fight as tank in attack?
buy gear to upgrade it to play fort fight as damager in defense?
buy gear to upgrade it to play fort fight as damager in attack?
BUY BETTER GEAR TO FARM EXP?
BUY GEAR TO UPGRADE IT TO FARM MORE EXP?
buy better gear to church?
buy gear to upgrade it to do church better?
buy better gear to drop more often?
buy gear to upgrade it to drop more often?
buy better gear to make more money?
buy gear to upgrade it to make even more money?
but better gear to move faster?
buy gear to upgrade it to move even faster?
ill not write about any type of duel, but also buy better things to duel? or upgrade duel gear?

as it seems you need to start from somewhere, you cant make your money out of nowhere, need to start at jobs, and jobs still a very good way to make money, actually is the only one, the money you earn from your selling people get or by selling other stuff or got by doing jobs, and those that got money by selling things have sold to someone that maybe farmed it doin what? not to mention about christmass.

to you maybe is true cuz you dont do 15s, but like i proved earlier, the money from luck and drop from jobs is higher than what you save from the fee, not forgeting that half the 4% fee are still saved in treasury to be used later, so tecnically is not a that big loss, and cmon is only 4% the fee, if you have a lot money to deposit nothing that 10 nuggets save you.

befalling ofc

already said why we shouldnt compare that, but proly you dont read so, the fort fights have 3 roles, damage, tank and ghost... ofc who ghost is adv so whats left? both tank and damage worker is being outperformed, thats why i was asking the 20%-40% to be 25%-50%, would still be worse doing damage and tanking, however would lower the diference, and make things more equal, like i said about the hp buff being 100% versus only 40% dodge... hp has way more value than the dodge.

they're allways on WT also, allways, which only makes it seems they are performing better, meanwhile in all towers have duelers and soldiers, and if dont doubt also an adventurer waiting to see if need hold it, not forgeting that when talk about battle perform we cant simply compare a few amount of battles due to the RNG, however if you compare hundreds of battles, it have a pattern.

workers on their towers are a very good tank and they *CAN* outperform a soldier that is not in the ST.
(90% of cases soldiers not in ST are outperforming workers in WT)

maybe to you isnt important cuz you dont use your class the right way, however if you want anything besides that, and you start again RN from 0 i can only see you choosing or dueler or soldier, and not even considering choosing worker.

the point is that these 30 workers you can swap it for 15 duelers and 15 soldiers, they will perform better, but you cant swap these adventurers, they are still crucial to their specific fuction.

:njub:

thats also true, no premium soldier performed better than worker with premium in same scenario in the comparison we did.

and these 9 workers can be easily swaped by soldiers or duelers, that 9 adventurers still needed :D

and soldiers and duelers allways in all towers, and even outperforming them not in their own tower, las awesomia in colorado, the top 2 dodges were soldier, they did the most dodges on WT.

to me the answer is very simple, the worker class is weak (all skills are whatever), and the only "good" thing it has (20%-40% dodge hit), have something better.

it loses it eficiency if you do that, or has less diference between other classes, however it also means that an adventurer dont need that much the swap between sets, and also less need to use hp buffs that often.

yes i already said same, there is no reward to ghost, which should have, and where battles are shit no need at all to use an adventurer, which could easily mean 50% soldier and 50% dueler in battles :D


like @Uchiha Madara said, it would be extremely fair you get 550% instead of 500%, is what it should give, the text in the class page is exactly the same as the adventure one, so why it works diferently?

im very sorry for that but, why?

bro didnt have read the posts...

actually the more you have, the more distant it become, 1000% would be 1200%, thats a 200 diference!

back then i tought was 20% flat, i even mocked back then, that an ratatoule was like 5 adventurers without premium, it turns that i was wrong, an ratatoule for an adventurer is actualy better than from a non adventurer (60% drop and 60% luck).

then the checkmate...


ill ask to chat gpt make a conclusion for me:


Conclusion

After reading every argument and checking the numbers myself, I don't think the discussion should be about which class is the strongest. It should be about whether each class bonus actually works as its description suggests and whether it remains meaningful as the game evolves.

The Worker XP bonus currently loses value the more XP equipment you obtain because it is applied differently from the Adventurer's drop and luck bonuses. If two class bonuses are worded in the same way, they should follow the same mathematical logic. Consistency is important, regardless of which class benefits from it.

At the same time, I also agree that Worker could use improvements to its Fort Fight bonus. Increasing it from 20%/40% to 25%/50% would not make it outperform Soldiers or Duelers in their specialties, but it would make the class more competitive instead of always feeling like the weaker alternative.

None of these suggestions are intended to make one class mandatory. The goal is the opposite: to give players a real reason to choose every class based on preference rather than feeling that some bonuses have become outdated over the years.

In the end, class balance should not be based on opinions or personal playstyles, but on how the mechanics actually work. If a bonus scales correctly for one class, it should scale correctly for the others as well. Consistency, transparency and meaningful choices are what make a class system healthy in the long run.
dude write shorter posts please...I already said why I play workers, they are very flexible
 
I respect the take but the math doesn't support it. Let me be specific.

At 535% EXP from gear, the Worker flat bonus adds +4 EXP per 15s. That's not a few percent extra, that's statistically invisible. The bonus was designed for early-game characters with 50-100% gear bonuses where flat additions actually mattered. At modern gear levels it's completely dead.

Now about the "everyone would play Worker if it were multiplicative" argument, Adventurer's drop bonus is already multiplicative. At 400% drop chance, the 20% Adventurer bonus gives you +80 percentage points, not +20. That's the exact "excessive" scaling you're worried about for Worker, and it already exists for Advent. So the logic doesn't hold.

And you even said yourself luck and products come from gear now, meaning the Adventurer multiplicative bonus is also largely irrelevant at high gear levels for the same reason. Both classes are suffering, but at least Advent's bonus scales with investment. Worker's flat bonus actively gets weaker the more you invest in gear.

The real issue isn't that Worker would be OP with multiplicative, it's that both classes need a rethink for modern gear levels. A multiplicative Worker bonus wouldn't make everyone play Worker, it would just make Worker a legitimate choice again instead of a class you pick and then ignore the bonus entirely.

4 EXP per 15s isn't a class feature. It's a rounding error.
I disagree. First you are comparing product drops with xp bonus. Apples and pears. Can´t do that. Because one bonus works one way doesn´t mean the second does the same. Do you really think anyone cares about products these days? If they do they can get easy buffs cheaply to help them. Those buffs don´t really exist for XP. XP is worth 10 times more than products to players, if not more.

Secondly, all class bonuses were based on data from more than 10 years ago, of course they are obsolete. Your worker 10% xp bonus is waaaaaaaay better than advents sleeping in hotels for free.

Third, I do believe since XP is the only thing that matters today everyone would play worker. I also believe the people pushing hardest here for the bonus to be changed are playing workers so there is definitely a bit of bias in there.
 
First you are comparing product drops with xp bonus. Apples and pears. Can´t do that
I'm comparing those because they have the same description hence they should work the same way or @innogames should rewrite the meaning of those bonuses if they don't intend the bonuses to work the same way.
Those buffs don´t really exist for XP.
There are plenty of exp buffs, craftable + purchasable from shop and market.
Your worker 10% xp bonus is waaaaaaaay better than advents sleeping in hotels for free.
I can also say the same for the drop chance bonus early on. Early on Adventurer can be very important to gather the products faster, make buffs faster and start clicking for xp and pass the worker because worker will be left without buffs even though he will be a much higher level early on. Ofc there are people that spend real money to regen energy and buy motivation buffs from shop but thats minimum.
Third, I do believe since XP is the only thing that matters today everyone would play worker. I also believe the people pushing hardest here for the bonus to be changed are playing workers so there is definitely a bit of bias in there.
Even if worker gave 100 more exp per 15s you would still see more Soldiers and more Duelers because of them being complimented by each other.

There is a bias I wont lie. I main a worker my self and more specifically damager. I know what I'm talking about in FFs worker being only good on WT and it can be easily outtanked and outdamaged by a Soldier and a Dueler. As a worker tank you cant outtank another Soldier on another tower, and you can outdamage a dueler in any tower.

@Test acc I believe mains Adventurer.
 
it will not be extreme, will still be 10%, 10% less exp from the amount needed to level 250 is level 245, still very weak amount, but way better than currently is.
if it is true (didnt check), these 5 levels are cca 150 000 000 xp. that is very roughly cca 250-300 days of 8-hours clicking, so in reality much much more, i woud guess at least x2 or more - so basically few years difference. :D that is very extreme to me
 
I'm comparing those because they have the same description hence they should work the same way or @innogames should rewrite the meaning of those bonuses if they don't intend the bonuses to work the same way.

There are plenty of exp buffs, craftable + purchasable from shop and market.

I can also say the same for the drop chance bonus early on. Early on Adventurer can be very important to gather the products faster, make buffs faster and start clicking for xp and pass the worker because worker will be left without buffs even though he will be a much higher level early on. Ofc there are people that spend real money to regen energy and buy motivation buffs from shop but thats minimum.

Even if worker gave 100 more exp per 15s you would still see more Soldiers and more Duelers because of them being complimented by each other.

There is a bias I wont lie. I main a worker my self and more specifically damager. I know what I'm talking about in FFs worker being only good on WT and it can be easily outtanked and outdamaged by a Soldier and a Dueler. As a worker tank you cant outtank another Soldier on another tower, and you can outdamage a dueler in any tower.

@Test acc I believe mains Adventurer.
I do agree that they should change their descriptions, but since they are so innocompetent it wont happen. They can´t even fix bugs before they reach normal servers. They dont care. See my previous post about that.

You get a ratatouille for 38 bonds in the shop, you get it cheaper if you get it from angus. 50% drop bonus for 24h. Show me a XP buff that gives 50% for 24h for less than 40 bonds (or way less from angus). Most xp buffs stay at 20-25%, sure there are some newer ones that give a bit more but not one is close to 50%. Also ratatouille is available from day one, you have to wait a bit for most xp buffs on new servers.
People choose soldiers and duellers because of the obsolete bonuses. Soldiers if they want to duel because the bonuses are cheat. Duellers in battles because you always get full bonds and earn a lot more fort battle points than all other classes (possibly few care about this). I get critted by level 70 duellers which should almost never happen. For a tank you need double level to be useful.

One extra bonus workers have in battles is that they hit more shots too compared to soldiers. You probably make another 5k extra damage each battle so that could compensate for not getting as many dodges/hits taken.
 
You do realise that you are fighting like politicians over your own opinions and you are trying to prove others are wrong? There is no the best slot, its simply what do you prefer to be focused on. You mae dislike some features, some are not up to date, but not everybody wants to do duels, or fortfights. Some are enjoying PvE, some like to just build. Could some bonuses be changed? Yes. But saying that we are delusional for expecting changes and then you post here opinions longer that toilet paper is hilarious. Time to sober up maybe?
 
dude write shorter posts please...I already said why I play workers, they are very flexible
i read everything to answer everything, if you cant read then ask gpt to make a resume to you...
I disagree. First you are comparing product drops with xp bonus. Apples and pears. Can´t do that. Because one bonus works one way doesn´t mean the second does the same. Do you really think anyone cares about products these days? If they do they can get easy buffs cheaply to help them. Those buffs don´t really exist for XP. XP is worth 10 times more than products to players, if not more.
we are talkning about exp, a feature that has end, it ends at level 250, the current way exp bonus works, isnt suficient to really have a diference, depending the % exp i have in clothes, i not being a worker i would reach level 250 soon after, not exactly as it should be 10% time after, if i have 400exp, and as a worker (410% exp) reach level 250 in 3000 days, i would reach in 3075 days the same level if not worker, thats literally insignificant, however the amount of products and money you can helt are infinite, so if we keep doing forever the money or products grind, look at this graph:

exp (in green worker, in purple not working):

1782742233056.png < if real 10%, or completely naked

1782742344449.png <using 400% on exp gear

meanwhile the money from luck chance and amount of products...

1782746071885.png

in purple is an adventurer amount of products and money from luck goods sold, in green a non adventurer, and as you can see it keeps growing faster and infinetly, lets say if you need anspecific amount of $ or products, you will basically get it 20% faster or in the same amount of time wil get 20% more!


Secondly, all class bonuses were based on data from more than 10 years ago, of course they are obsolete. Your worker 10% xp bonus is waaaaaaaay better than advents sleeping in hotels for free.

no one has ever said that the hotel bonus is better than 10% flat exp, repearing myself the 10% exp is too weak to be realy an advantage, which to me is half the answer why workers are the least chosen class as i and @Uchiha Madara already proved more than once.

Third, I do believe since XP is the only thing that matters today everyone would play worker. I also believe the people pushing hardest here for the bonus to be changed are playing workers so there is definitely a bit of bias in there.
hell no, workers have nothing to do jobs, nothing to duel, the advantage should be the level, but it isnt cuz is 10% FLAT, and the only good skill isnt strong enough to compete against half a soldier have.
I'm comparing those because they have the same description hence they should work the same way or @innogames should rewrite the meaning of those bonuses if they don't intend the bonuses to work the same way.
i literally said that in the first post where i compared classes (not in that thread, if i find i post here), the text is same, but works diferent, or the text is wrong, or since the class bonus exist one of those are working wrong, or not well explained.
There are plenty of exp buffs, craftable + purchasable from shop and market.
all the newer buffs that have 1000% something, adventurer receive 1200% from them (except exp one), manwhile the 1000% exp does not give 1100% to a worker...
Even if worker gave 100 more exp per 15s you would still see more Soldiers and more Duelers because of them being complimented by each other.
yes, cuz they also have duels skills...
if it is true (didnt check), these 5 levels are cca 150 000 000 xp. that is very roughly cca 250-300 days of 8-hours clicking, so in reality much much more, i woud guess at least x2 or more - so basically few years difference. :D that is very extreme to me
with dailiy login you get 5 levels in 250 days, dont need to click to reach same level, and after?
One extra bonus workers have in battles is that they hit more shots too compared to soldiers. You probably make another 5k extra damage each battle so that could compensate for not getting as many dodges/hits taken.
thats insignificant, even more when you are not in WT

which is better?

need 50 hits to die and dodge 70 shots, dealing 15k damage, being 2 level higher, and nothing more?
or
need 100 hits do die and dodge 50 shots, dealing 10k damage, being 2 level lower, with more 50% tactics, and leadership bonus (which is not entering in the ff calc)?

You do realise that you are fighting like politicians over your own opinions and you are trying to prove others are wrong?
ye, im using facts and math to prove my point and they are using opinions... just like nowadays.
 
You are being too harsh, each of your numbers are/may have been played differently in each FortFight. You are not right, nor you are wrong.
 
I can't believe I am back to feed the troll


[17:53] BigNoob:
hello
[17:57] ULamo:
Hi
17:57] BigNoob:
you have a worker character and an adventurer character, what do you think about them?
[17:57] ULamo:
adventurer - sucks
[17:58] ULamo:
When I returned to the game 18 month ago I thought I will do only jobs and quests. So I chose it. Now I regret)
[18:02] BigNoob:
and what about worker then?
[18:05] ULamo:
Only when you start a new world and don't have any sets, worker is worse than advent. After obtaining any set like Xochi - all advantages of advents disappear and worker is better.
[18:06] ULamo:
For FFs workers are imbalanced. But it works the best on full FFs
[18:07] BigNoob:
i dont really agree with some of what you said but I will share it without changing it


he plays 2 worlds, 1 as adventurer the other as worker, he (and every player with a brain) can tell worker is better. I want @Uchiha Madara to come here and tell us that he will give up on his worker class bonus on his level 217 worker character to reclass it to adventurer.

The truth is simple, adventurers would WELCOME WITH GREAT HAPPINESS an opportunity to reclass to worker (they would probably prefer soldier or dueler). Workers would NEVER reclass to adventurer
 
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