apparently they are
[quote:166hi2qv]Unnecessary 'For-each' loops
The System For-each looping condition is useful in lots of circumstances, but it is often used where it makes no difference. Going back to How Events Work, conditions are tested for each instance, and then actions are run for each instance that met the event's conditions. As that sentence suggests, the Construct 2 engine already has built-in for-each loops to help events run as you expect. For example, consider the following event:
An ordinary event in Construct 2
Construct 2 already runs the event like this: for each monster that is hunting, set the angle towards the player's position. However we often see events that look like this:
An example of a redundant for each loop
In this case the use of the system For each loop is redundant. It shows a misunderstanding of how Construct 2 events already work. It does not change the meaning of the event at all - the engine was already doing that. Again, there are two disadvantages to this kind of event: mainly that it is confusing to include events that have no effect, but also performance is a bigger concern in this case. The engine's own for-each loop happens directly at the javascript level, and is fast; for-each loops happening at the event level involve the overhead of the event engine, which while we've worked hard to optimise, should be avoided if unnecessary.
https[br]://www.scirra[br].com[br]/blog/141/common-mis-used-events-and-gotchas
maybe im wrong but this is what Ashley wrote I assumed it meant the events run using javascript or something.