So, here I want to discuss the sole existance of Helix upgrades that are bad on their own, and also usually are even worse because of their alternatives. I won’t be listing a lot of them here, just a couple as an example.
Lets begin with Kleese and his heal aura vs self-destruction. Who on earth would ever select self-destruction over the heal? And the damage! The damage is so low! 200-something! That’s nothing! I make more than that in day. This ability is extremely weak in it’s core, it triggers off the very unfortunate event - the death of the player, and it does virtyally nothing, it won’t even damage somebody for the full basic shield. And it’s proposed as an alternative to one of the best Kleese’s helix options ever. An awesome heal aura that get’s rid his ENTIRE team of any healing problems as long as Kleese is alive and around.
The another, less serious offender, would be Attikuses helix which allows him to reset his leap cooldown if he kills major enemy with it. Now, I would like to ask you a question: how many enemies have you ever killed with his leap? Pounce’s damage is so insignificant - it cannot even kill minor enemies in the campaign! This helix is simply a dead pick, because it’s around 99% you’ll simply never trigger it during the game, especially when you take into account how late in the tree it is. And to think about it, resetting the pounce cooldown on any kill, not just kill with pounce (maybe with limit once per 30 seconds or something), would make this helix actually a valid pick.
And the game is riddled with such useless, pointless helix choices that feel so insignificant that you can simply go ahead and add them as base qualities of the character, and replace their helix spot with something actually valuable.