I agree so much on this. In my region (SEA), there are two guilds that have members that dominate the Blitz rankings for ages.
Their names unironically fit the bill - ‘The King of Blitz’ (KOB) and ‘The Queen of Blitz’ (QOB). The KOB is the main body while QOB is a sister guild I believe.
One thing I am sure of is that if there is a hero released with busted and cheesy Talent (e.g. Ylva’s Epic), you can expect to see a few of the KOBs have that maxed within 2 to 3 days of the update drop.
Blitz to me is either rush objectives at blazing speed so that opponents can’t react (e.g. Lance Epic Talent crystal sentry rush, Kestrel’s Rare middle sentry or turret rush) or run a combination of Talents that is basically “you don’t get to play this game ” (e.g. Silvernail’s Legendary, Ardan’s Legendary, Ylva’s Epic or Kestrel’s Rare).
ARAL is generally like that, yes.
However, one strategy I see employed quite often is just turtling and not engaging. This tends to be applied when the team comps don’t have a lot of kill pressure and/or they are fragile.
This to me is what makes my ARAL matches boring. There’s only so much we can do before something goes for either team’s favor.
Another thing I want to say that ARAL overtime to me saw less and less strategy being employed and more of a kill fest.
Even though ARAL has been out for a long time, and I get teammates who have been in the game a long time; a lot of players still don’t understand that killing an enemy without getting any benefit out of it (such as getting lots of damage on the turret) is going to come back to haunt them (literally, especially if that player has farmed well before being killed).
I don’t quite see people ever stating that to win in ARAL, the best way is to keep your enemies alive as long as possible while your team farms and rotate deaths so each can get the items they need. Killing and ACE’ing only comes when the team can push and for sure get the win.
These reasons are why I find ARAL kind of annoying to play most of the time. Aside from that, Talents increase the annoyance cause you know, Talents. ¯_(ツ)_/¯
Speaking of randomness, I find ARAM to be much enjoyable not only because of the absence of Talents, but also the way they shaped the map, the objectives on it and the larger team size.
I didn’t expect there to be some spaces to the sides where teams can set up ambushes, attack from different angles and/or fight in to gain an advantage.
It’s pretty deceptive what you can do with those spaces but they are also not the be all end all for some team composition.
The lane still holds a priority, where teams can continually pressure to draw out enemies from their side jungle attempts at a strategy.
The jungle does enable loop around flanks if teams are smart though, and with the Lyra teleport change in the coming patch, that becomes even more viable.
Having only 3 turrets, 1 armory and the vain crystal makes for a fast game.
ARAL games can at times have a fast objective rush if a team had good positioning in terms of the minion wave and got a superb team fight off.
If not, it usually leaves the two vain turrets up and the teams end up baiting and waiting.
ARAM’s lower number of objectives makes it easier to close out the game.
A turret take means a faster push and less room for the enemy team to maneuver because the sides become smaller and smaller.
Even if a team doesn’t manage to get past the armory due to respawn times, the armory takedown contributes towards closing out the match because it boosts minion waves.
The combination of the map shrinking and expanding when entering the base makes for an interesting game where you get a greater chance of just suppressing the enemy team the more objectives you take but also offers a chance for the enemy team to fight back when the map opens up again at their base.
The team size I think is what makes ARAM feel much better than ARAL.
There are more teammates to help you so you are never left to fend for yourself, you have more meat shields to hide behind, you have more people to do the damage for you etc. There’s just so many more things you can do with an extra two people.
Plus, the larger amount of players meant that farming is not as a big of a thing though important. Farming in ARAM is quite a challenge because everyone’s fighting for a piece while the enemy team is poking at them and disrupting the farming. This, of course, applies to both teams.
That’s just my take on stuff. Went on a bit of a rambling here.