Yes but also no.
Clearly you wont be facing any double Stitches teams in SL.
But if you have a problem of getting hooked too easily by an enemy Stitches, facing 2 of them ought to be a good learning experience.
It’s not as if a fight against something like Anduin, Arthas, Thrall and x2 Mephisto has absolutely nothing of value to learn.
Or a game against x3 Azmodan.
I can agree to this, sorta. At the very least, some of those talents I would only pick in ARAM is something I would conventionally only pick if I’m on the 4man lane of Braxis or Hanamura.
On topic, so would I say that yes, it would make you a better team fighter, because you would simply team fight more. How many times or chances do you have to teamfight in a conventional game?
How many times do those lategame chances get ruined because one guy gets picked off at a terrible time and then the enemy steam rolls you?
In regular games, you can spend the majority of the game not actually team fighting and it being more of a macro fight and smaller skirmishes and just getting mercs and getting rid of mercs.
This is even more true on spread out of objectives such as Warhead’s Junction or Dragon’s Shrine.
Naturally ARAM is not for all heroes. You wont learn much at all if you pick a hero that is simply terrible for ARAM. You wont have many chances to do anything as Illidan, Valeera, Samuro, unless the enemy has similarly terrible picks or it just so happens that they’ve gone for a weirder comp less focused on ranged assassins and more on healers, bruisers and tanks. And some heroes are way stronger in lategame such as Zeratul so they’re riskier.
I find ARAM to be a great place to train your overall skill more efficiently, because it is all about teamfighting.
It is also a place that would teach you better resource management as well as, depending on comp, the importance of playing safe and avoiding any and all kinds of damage possible.
What do you do as Hanzo in a game without a healer and without the ability to B back to heal?
The only options for healing is the weak globes and healing fountains every 90 seconds.
So you would really have to play it safer than usual and only go farther in when it really matters.
Naturally one weakness of ARAM is that you don’t have to worry as much about being ganked in the same way as in normal games. Map awareness isn’t as important.
It is useful, but not as compared to regular matches.
I wonder how many have read until this part? If you have, nice.
And yes ARAM wont teach you much about macro or about mercenaries. But to that I say; who cares?
Learning about soaking and mercenaries and such is not really rocket science. If someone has a problem with winning because even after playing 500 regular matches of HotS, they still ignore lanes to brawl mid, then another 500 games are unlikely to help them.
Those people need a wake up call, not experience/skill.
And arguably, mercs/soaking isn’t all that much of a skill as it is simple knowledge one just has to apply. Some people simply refuse to apply this knowledge for god knows why reasons.
ARAM gives the most uptime towards actually fighting which teaches what I consider to be the most important aspects of the game: Skill and experience with heroes.
As mentioned before the weakest part is that some heroes are weaker in ARAM. It would be nice if ARAMs were changed to make melee heroes more useful; like broadening the overall length of map, more distance between forts. Melee heroes generally are weak in ARAM, but they can make a comeback in lategame when forts and keeps are down and they have more space to work with.
But hey, don’t take my word for it. It’s not like I have anything to show for it. 