This is a fairly important issue, and if gearbox was pulling hard data on helix choices, I think they can easily see which helix options need to be changed to be more appealing. That said some of the helix options just don’t give enough hard data for people to know if they’re worth grabbing or not, so people just…don’t.
…I would love to give an example of this, but I don’t have one. But I feel like some of the lesser picked helix options might simply be because people didn’t really understand how good they might have been.
I personally picked push it on montana, because it turned his knockback nearly into a true stun because of how far it knocked people back. You could use it nearly anywhere and get the stun off. The ol’ one-two seems more if you don’t feel comfortable using a disruption, for example if your team has a lot of melees, or characters like orendi who have delayed skills. I didn’t play montana enough to get that helix mutation, but it seems nice as well, though perhaps inferior in a lot of situations? I dunno, like I said, no experience with it.
