I Love Nexus Blitz, But...
The idea of Nexus Blitz is amazing; a de-stressing, wild teamfight-fest with events a la Kirby Air Ride and ridiculous buffs. I genuinely found this to be the URF-alternative League was needing. However, there's something I started to notice after I tried to get my friend into the mode: the games are hella lopsided.
I don't just mean this in a "it's not fun if I'm not winning" kind of way, but that the first 5 minutes are almost always the absolute deciding factor of the next 10, and it almost always plays out the same way.
Events reward you insanely powerful buffs and utility regardless of how ahead or behind you are, which can directly swing the balance of future events. This enables a comeback factor for the losing team, optimally, but what it mostly does is make the leader's gap larger. "Duel-type" events, such as Prize Fight and Bardle Royale are the worst offenders of this, as, if you were losing teamfights against a snowballed team in the first place, why should you expect to win now, with little assistance? There's no hard equalizer for these, so it sucks for whoever is significantly behind.
Yes, the event positioning can assist this, but it's effect is critically worse for these kinds of events because your objective is still "kill the stronger team". And not "go for the neutral objective".
In turn this makes it easier for the winning team to snowball even harder. And yeah, getting those madly snowballed kills is fun. For us. Not them, as they spend another 7-10 minutes essentially being fodder without enough of a chance to come back.
Again, I know this is supposed to be a mode just for fun, and I like it, which is why I'm criticizing it like this. IMO, a frantic, constant back-and-forth is much more fun than a progressively widening lead for the winning team that decides the fate of games early. I personally want sheer chaos but these games, after the first couple of scuffles, follow a consistent order.