Actually, the cap to starting energy is 1,000. Once a hero combined with dungeon man reaches 1,000 there is no purpose to go further. Once starting energy reaches its cap, then the fact of the wolf with higher movement speed wins. Next factor after reaching the movement speed cap of 200% is attack speed. This is about how deep runing gets. There are still plenty of heroes that do not rely on starting energy such as revenant, bardbarian, dwarven archer, crimson witch, kraken lord, bone dragon, void wyvern, dark horse, brozerker, hydra, thief, and so on. Those are all heroes that do still use other stats better than starting energy. Do you want to stop that awful corgi? Use faith healer to debuff her damage down. Does that dracul drain you down to nothing right at the start? Use orc monk. There are many counters hidden within these heroes that seem to be ignored, but help so much. think of all the console games that we play where we don't get much of a say on what to change, yet have these unbroken systems within them. No matter what they produce, top players will find glitches and exploits within the system as well as use them to their advantage. It is up to all of you to find that counter to these exploits and glitches. After all, this game is strategy based isn't it?