Homing shots can go around and over some cover if aimed right, allowing you to hit players normally protected. Use is still limited compared to slow effect, but it is useful for more than just “bad aimers”
You are correct, but pretending you’re in the movie Wanted is difficult with how viciously it homes in. I’m not saying the helix doesn’t have a use, it’s just the other option is better if you can use the skill effectively already.
All these, as well as most mutations, can be found on the wikia http://battleborn.wikia.com/wiki/Battleborn_Wiki great resource. There are defenitly some characters who’s helix mutations are not so great. Others which seem balanced to certain play styles, and some like Galilea whos give her to much power when shes already a power house ( muations that provide aoe range pull and silence).
My personal favs for mutations would have to be Marqies mutation to get 2 more rounds per reload (very useful) and Kelvins 3% health to chomp to damage, which helps keep chomps damage high against lower hp targets.
Of the normal helix I personally enjoy Thorns high jump and Rath’s double jump for getting around the maps. Just my thing I suppose.
Agreed but for different reasons. Option1 is only useful situationally, where option 2 is useful all the time.
I often choose the homing over the slow because it really pisses off characters that re fleeing or high mobility. It makes Benedicts life especially difficult.
What I think is bad design about sporeshock is that it is currently a necessary pick to complete the lore challenge (stunning 100 enemies with cloud of spores). Their are a few other examples that I can’t think of off the top of my head where a helix choice is required to complete a lore challenge. This skews the choices more than it should and I think lore challenges that do this should be changed.
Considering the relatively fast cooldown on it, 100 is that much, especially if it is enemies in general and not battleborn. Play a couple PvE matches with the stun option and you’ll have completed the challenge.
My point is, it will make people pick it not on its own merit alone(its pretty good, balanced with the other option) and they will pick it to complete the lore challenge when they otherwise might not take it. If the challenge was just to slow enemies with cloud of spores but it was a slightly higher number, say 200, you could complete it regardless of helix choices.
I think lore challenges should take some purposeful work to get. If you get them just from normal play then it’s just kind of boring.
For the most part, lore challenges are unlocked through just normal play. Healing 30-50k as miko is one of them, I wasn’t even attempting to get it and I got it within the first day.
And that’s fine, but they shouldn’t all have to be like that. Robs completing all the lore of feeling like an actual accomplishment.
Fair enough. There is ways to make them difficult to get without making the challenge specific to a helix choice though.
I’m with mkunzik here. It promotes people getting helix choices that may not actually be a good choice, just because “Challenge says so”. As a highly competitive player, I’d rather my team was concentrated more on making good decisions rather than achievement hunting, you know? Having them come naturally through gameplay, even if it requires something specific like getting kills with ghalt’s trap, would be ideal.
If they’re truly acheivement hunting then they are probably going to be doing that one in PvE, faster that way. But even if they did decide to do it in PVP, do you really think you’d notice? (not just the choice, but that they were playing it just for achievement) Way I see it, there is no noticeable difference in team play in this situation.
Depends on the achievement. In the case of miko here, the stun spore seems to be the superior choice due to the effectiveness of stuns, and I’m not even sure what the alternative choice is. But if there are more things like this that require specific helix choices, they could potentially cause problems. I don’t have any evidence to support this, though. I just want people to actually play the game is all, at least when I’m in the match with them. 
And IF there are other helix choice lore unlocks that involve inferior choices, I think that you wouldn’t have to worry about a team member hobbling themselves with it in 99.9% of the matches you take part in over the course of your battleborn career. It’s such a rare occurence that I don’t feel gameplay elements need to be geared around it.
The alternative choice is trail of spores, basically as the spore ball is traveling it will drop a slowfield along the way to cover a larger path. It is balanced pretty well with the stun, if you aren’t going for directs. I tend to go for the stun personally, but you can justify both I think.
Fair, I suppose…
Ah yes. I guess that is an alright substitute, it just requires actual positioning to use effectively, vs stun spore which just requires aiming. I’d still rather pick the stun up though, lol.
Yeah I like that the stun gives miko something “Flashy” he can do every once in a while. There is also a mutation that, by what its description implies, turns the spore into a proximity mine. I’ve never actually tried it though.
Another example of helix choices being linked to a lore challenge is toby’s contingency plan, used to detonate arcmines on enemies. Luckily this is only a tier 1 choice, but I still maintain that a player’s decision on what helix choice to use shouldn’t be weighed by challenges.
Agree to disagree I guess