Farmer Against Potatoes Idle

Farmer Against Potatoes Idle

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Freeloader
Good afternoon

Is there a point in running any class except Freeloader? I don't feel like the worms / milk etc. on the other trees are going to do anything for me.
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Showing 1-13 of 13 comments
muljostpho Feb 5, 2024 @ 5:54am 
I think that's the consensus that I've seen other players mention. I still cycle through them all anyway because it just doesn't feel right to me to ignore any of them... But I'm probably being inefficient.

It kinda is all the same (more or less) eventually. After you get far enough into the ascensions. When you earn so much class levels that every last node (except for those ones which are restricted to each class of course (and some of those are kinda samey since they're just different ways to boost damage dealt, although the exclusives do give extra milk for Rancher, extra worms for Harvester, and extra item rating for Freeloader)) gets maxed out no matter which class you're currently using.

(It's kinda absurd with the maxed talent web, really. I'm not even as far along as I've seen other players mention. I'm in ascension 16 right now and I think I've seen people mention being in at least 22 or 23.) And at the moment I've got so many excess talent points that they could add at least 5000 points worth of new nodes to the game and I'd still fill it out pretty comfortably. It takes 3720 points to max all the available nodes we have right now, and I have an extra 5022 points beyond that.)

Then the biggest difference between the classes is the distribution of attributes per level for each class, as seen when picking the next life's class. Smasher or Hoer might potentially be able to push to higher areas than the others thanks to Smasher's higher attack attribute or Hoer's higher HP attribute. Maybe? But the higher luck on Freeloader gives a more visible advantage when you see gear dropping that's better than what you currently have.

Honestly, I think the devs need to rethink and expand the talents to be able to put these excess points to work and to further distinguish the classes from each other. Add sections that really are their own separate trees instead of being part of a massive interconnected web. (Although at this point it'd throw off a lot of the current game balance since they've let it sit in this state for so long while players progress so far beyond not being able to spend any more of their points.) Every class ought to be filling its own distinct niche in the game in a way that no other class can ever hope to match. The exclusives for Farmer, Smasher, and Hoer need to all do different things instead of all being about damage. And those changes would barely scratch the surface of what they ought to add to the whole thing.
adeyke Feb 5, 2024 @ 6:27am 
I used the other classes for some challenges, but once those auto-complete, that stops being relevant. The main reason to want good combat stats is to get the gear from higher-difficulty zones, so getting access to them without being a freeloader is sort of pointless. There are theoretically some intervals where another class could get you to a higher zone just to unlock some bonus, but in practice, it's not worth bothering with.

I also used to do run the other classes for a tiny bit in order to get extra talent points, but those don't do anything at all once your tree is maxed, so I've stopped.

Freeloader is just so much better than all the others. Drop chance is good QoL (not having to wait as long), and increased item rating means you get a bonus to every single stat your gear offers.
eXeZ|Gamer433 Feb 5, 2024 @ 7:09am 
tl;dr

Freeloader is the only one you will run later.
The other 5 classes are only for getting max skill point. Its around 20k levels for the other 5.
Then doing only Freeloader.
adeyke Feb 5, 2024 @ 10:45am 
You're right that, early on in the game, when you can't yet max out all talents, and if your normal build eschews the worm/larva nodes, then occasionally running a build focused on those can be beneficial. However, I think that would largely remain true even if that alternative build was still a freeloader. The harvester-specific talents contribute only a maximum of +30% worms. That doesn't hurt, but it's not where most of the benefit is coming from.
Tim_vani_Gym Feb 5, 2024 @ 10:37pm 
Thanks for your help. I've been playing the game for like ever and only recently started to look into things a little more in depth. Just tweaking a bit, I went from 25 days on A16, to 6 days on A17. Obviously playing the game wrong.

Again thanks for the Input. I'll go to Discord to ask silly questions about the Farm xD
Tim_vani_Gym Feb 5, 2024 @ 10:39pm 
Originally posted by muljostpho:
I think that's the consensus that I've seen other players mention. I still cycle through them all anyway because it just doesn't feel right to me to ignore any of them... But I'm probably being inefficient.

It kinda is all the same (more or less) eventually. After you get far enough into the ascensions. When you earn so much class levels that every last node (except for those ones which are restricted to each class of course (and some of those are kinda samey since they're just different ways to boost damage dealt, although the exclusives do give extra milk for Rancher, extra worms for Harvester, and extra item rating for Freeloader)) gets maxed out no matter which class you're currently using.

(It's kinda absurd with the maxed talent web, really. I'm not even as far along as I've seen other players mention. I'm in ascension 16 right now and I think I've seen people mention being in at least 22 or 23.) And at the moment I've got so many excess talent points that they could add at least 5000 points worth of new nodes to the game and I'd still fill it out pretty comfortably. It takes 3720 points to max all the available nodes we have right now, and I have an extra 5022 points beyond that.)

Then the biggest difference between the classes is the distribution of attributes per level for each class, as seen when picking the next life's class. Smasher or Hoer might potentially be able to push to higher areas than the others thanks to Smasher's higher attack attribute or Hoer's higher HP attribute. Maybe? But the higher luck on Freeloader gives a more visible advantage when you see gear dropping that's better than what you currently have.

Honestly, I think the devs need to rethink and expand the talents to be able to put these excess points to work and to further distinguish the classes from each other. Add sections that really are their own separate trees instead of being part of a massive interconnected web. (Although at this point it'd throw off a lot of the current game balance since they've let it sit in this state for so long while players progress so far beyond not being able to spend any more of their points.) Every class ought to be filling its own distinct niche in the game in a way that no other class can ever hope to match. The exclusives for Farmer, Smasher, and Hoer need to all do different things instead of all being about damage. And those changes would barely scratch the surface of what they ought to add to the whole thing.

Most definitely - there are so many unused talent points that could be used somewhere else. That's why I was wondering if I was doing something wrong. Just running Freeloader now, only gripe I have with Ascension is me doing Hard Labor Be Gone which is such a schlep with every Ascension.
Dragon Feb 5, 2024 @ 11:18pm 
meh i think talent points is more like a phase of the game. if you look at how the progression works and how the ascension perks line up it's intended for you to start capping talent points out and transition to another system, at the same time it turns into an system you don't need to micromanage in later ascensions. There is plenty of room for the Devs to use those talents points later on in an expansion but i don't really see them going back and buffing talents or adding something so 1 dimensional at this point in the progression when they spent so much time on farming/outpost to bridge the gap from A16+ (i use A16 instead of A12 because it takes that long for the outpost to really make a difference)

I would like to see classes have more of an impact or maybe a "master class" (insert bad joke here) that rolls all the benefits into one at some point to close it out because it's obvious they don't play a roll once you reach A12+. this would also stop all these comments about unused talent points!
Tim_vani_Gym Feb 5, 2024 @ 11:32pm 
Originally posted by Dragon:
meh i think talent points is more like a phase of the game. if you look at how the progression works and how the ascension perks line up it's intended for you to start capping talent points out and transition to another system, at the same time it turns into an system you don't need to micromanage in later ascensions. There is plenty of room for the Devs to use those talents points later on in an expansion but i don't really see them going back and buffing talents or adding something so 1 dimensional at this point in the progression when they spent so much time on farming/outpost to bridge the gap from A16+ (i use A16 instead of A12 because it takes that long for the outpost to really make a difference)

I would like to see classes have more of an impact or maybe a "master class" (insert bad joke here) that rolls all the benefits into one at some point to close it out because it's obvious they don't play a roll once you reach A12+. this would also stop all these comments about unused talent points!

I mean, yeah. I hear you. Thanks for the Input. As I mentioned, I have been plodding along for 2 years with this game, not really going in depth into the mechanics, but taking 25 days plus on every ascension started to bother me, so excuse my dumb questions. I have clarity now, at least. Thank you. On A18 now been running a day I'm about 10000 away from A19, so hopefully it goes well.
Dragon Feb 6, 2024 @ 12:26am 
Originally posted by Tim_vani_Gym:
Originally posted by Dragon:
meh i think talent points is more like a phase of the game. if you look at how the progression works and how the ascension perks line up it's intended for you to start capping talent points out and transition to another system, at the same time it turns into an system you don't need to micromanage in later ascensions. There is plenty of room for the Devs to use those talents points later on in an expansion but i don't really see them going back and buffing talents or adding something so 1 dimensional at this point in the progression when they spent so much time on farming/outpost to bridge the gap from A16+ (i use A16 instead of A12 because it takes that long for the outpost to really make a difference)

I would like to see classes have more of an impact or maybe a "master class" (insert bad joke here) that rolls all the benefits into one at some point to close it out because it's obvious they don't play a roll once you reach A12+. this would also stop all these comments about unused talent points!

I mean, yeah. I hear you. Thanks for the Input. As I mentioned, I have been plodding along for 2 years with this game, not really going in depth into the mechanics, but taking 25 days plus on every ascension started to bother me, so excuse my dumb questions. I have clarity now, at least. Thank you. On A18 now been running a day I'm about 10000 away from A19, so hopefully it goes well.

maybe i'm more active then normal but A17-21 has been between 5 and 7 days each since mining came out? I have been using a pet lineup for every stat, one for reinc, one for Ilevel, and use my cards on Pet damage/Ilevel/ Reinc exp in rotation (around a 2x bonuse each charge). I do charge other cards when the bonus can gain E5 from the previous value but it's been pretty fast. so i thought they linked pretty well after the mining update. i can post a picture of the ascension list if you want but seems unnecessary.
Tim_vani_Gym Feb 6, 2024 @ 12:46am 
Originally posted by Dragon:
Originally posted by Tim_vani_Gym:

I mean, yeah. I hear you. Thanks for the Input. As I mentioned, I have been plodding along for 2 years with this game, not really going in depth into the mechanics, but taking 25 days plus on every ascension started to bother me, so excuse my dumb questions. I have clarity now, at least. Thank you. On A18 now been running a day I'm about 10000 away from A19, so hopefully it goes well.

maybe i'm more active then normal but A17-21 has been between 5 and 7 days each since mining came out? I have been using a pet lineup for every stat, one for reinc, one for Ilevel, and use my cards on Pet damage/Ilevel/ Reinc exp in rotation (around a 2x bonuse each charge). I do charge other cards when the bonus can gain E5 from the previous value but it's been pretty fast. so i thought they linked pretty well after the mining update. i can post a picture of the ascension list if you want but seems unnecessary.

I have pets for a few things. Stats, Reinc etc...but I'm short on a few. Struggling with the Expedition Pets. They aren't happening. Haha. I'm just super unlucky I suppose.

With regards to cards, I'm holding off on Reinc until late in the Ascension, but I do Pet Damage and Level when they've gone up enough.

Really didn't think Mining is making that much of a difference, maybe I'm wrong.
Dragon Feb 6, 2024 @ 1:15am 
Renown and building levels multiply pretty fast. which creates a cycle with your potato/skull/milk and whack score to push your miner bonuses higher. starting out it might be more of a mix between activity and luck on your outposts but once you reach a point of equilibrium and 3 miners it's moving pretty fast and feeds back into your campaign stuff/ i'm gaining E5 on each stat every renown level. i'm using pet teams i made in A16 so they should be available unless you are have completely ignored pet farming. i will edit and add the post i used to set up my pet team. Edit: https://steamcommunity.com/app/1535560/discussions/0/3881598799636209284/

I attribute mining for the faster speed because i was at 15-17 days per ascension prior to the mining update with the same pet teams.
Last edited by Dragon; Feb 6, 2024 @ 1:16am
Tim_vani_Gym Feb 6, 2024 @ 2:18am 
Originally posted by Dragon:
Renown and building levels multiply pretty fast. which creates a cycle with your potato/skull/milk and whack score to push your miner bonuses higher. starting out it might be more of a mix between activity and luck on your outposts but once you reach a point of equilibrium and 3 miners it's moving pretty fast and feeds back into your campaign stuff/ i'm gaining E5 on each stat every renown level. i'm using pet teams i made in A16 so they should be available unless you are have completely ignored pet farming. i will edit and add the post i used to set up my pet team. Edit: https://steamcommunity.com/app/1535560/discussions/0/3881598799636209284/

I attribute mining for the faster speed because i was at 15-17 days per ascension prior to the mining update with the same pet teams.

I actually used that thread yesterday to make a Stat team, but I don't have whatever "Bump" is, and I think it's from Banana Volcano...I have all the pets up until 7-3 which is not happening for me at the moment. Then with the Expeditions everything except well Banana Volcano and Onion hilltop. Even dropped in Kiwi Land already. Who knows. Probably just unlucky.
eXeZ|Gamer433 Feb 6, 2024 @ 7:13am 
In the beginning (Ascension 1-5?) its usefull to use the special skills of the other classes, but after ascension 10 (or even earlier, I dont know anymore) its just wasting of time and efforts.
This (and confection) needs an overhaul.
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Date Posted: Feb 5, 2024 @ 3:25am
Posts: 13