If you been around the block and done as many duels as I have, then needless to say you have encountered the Silk Kallardian Padded Soft Armor, with the Shitter Katana made out of Jadeite or Below mats a dozen times by now. And you might have wondered why? Is it because the other person can't afford better stuff, or is there some other reason? To be Direct: They are following the Low Stamina Budget build. It's highly effective at the highest levels of Dueling Pvp for very particular reasons I'll describe below. To give some insight: I'm undefeated on Meduli Beach, so I have some grounds to review combat especially Dueling.
The Swordie Duel Strategy:
1.) They go Minimum Size Oghmir/Human/Veela for max attribute points, also better feinting in game, and makes it harder for opponent to hit you with their own feints/attacks because you then have to aim at very particular angles to match the height they created. This makes it a lot easier to predict your attacks. Sprint Dashing diagonally at this size and kg limit while being in opponents face with sword also gives you handle hits and a lot of dodges when your opponent goes for a Charged attack, it's broken af.
2.) Katana is the fastest Sword available, and the lightest. Weapon Kg plays a Huge part in Pvp, it determines how fast you charge hits, how much stamina you take, how fast you can feint different directions, how fast you can parry and switch parry directions, how fast you can combo hits. All these factors is why Kallardian padded soft armor is meta to these types of fighters because of the stamina usage of all the different feints and combos, as soft armor doesn't take as much stamina.
3.) Combos: After landing a Charged attack it is possible to land a Quick combo hit, not as strong as a Parry Counter hit or a normal Charged hit but it is more damage then a normal fast hit and that is what matters. Swords have really good feint angles starting from the stab position and feinting from different angles you can overhead downswing while in close range of opponent to speed up your attack after a Stab feint, Slash all kinds of stuff to throw off your opponent. It's possible to achieve a real quick 4 hit Combo and most players won't even be able to react to it. The Combo hits are faster then Charged hits, and because the sword is so quick at feinting you are able to achieve different angles of attack during your combos really fast.
4.) Heavy Weapons all suffer from different things depending on the weapon. But one thing they all share in Common is if a Sword User gets right in close to your face, the heavy weapon user will have most of the their hits come out as a Equipment or Handle Hit. This is determined by Reach of the weapon as well as Head of weapon. As you can imagine a swords head is basically half the weapon lol so they don't really have this problem.
What they should do for Heavy weapons:
Increase the damage to your opponents block/parries, and disabling the damage reduction from refreshing the block/parry timer, and changing the damage resistance on block/parry to a set amount of damage. Example every parry/block you should take the same 20 damage, instead of their current system where you would take 20 damage if you parry/block but if you refresh your parry/block right before the hit touches you now take 0 damage and sometimes a damage roll of between 1-5 damage through your parry/block. In addition, the RNG on Heavy weapons makes it so you often don't even deal damage to your opponents block/parry unless you have a Maxed out charge swing! Furthermore the Sword user can easily do a 50/50, (50/50 is a term from fighting games when you have your opponent guess where your combo start is coming from example; Aim low or aim high, if opponent guesses wrong you get a free combo... It's the same in Mortal from Fast weapons, they can get a quick hit in on a opponent using a heavy weapon, because of weapon Kg the speed of the weapon slows parry movement, where as heavy weapons only have that advantage from a charging opponent running towards you with a swing and clipping them as they come in, giving you a trade) Counter play is really limited as well, because your own Parry counter hits do nothing to the opponent who has the lighter weapon to block/parry your hit! And because they only suffer 1-5 damage. This really hurts Variety in game, and hurts heavy weapon builds. Because they can't trade as effectively against lighter weapons! This would be a huge change that would really level the playing field. Currently in game it's possible to refresh your block/parry when a heavy weapon user is charging their hit every single damn time without fail. This is because of how slow the weapons are! Feinting with heavies is practically non-existent and the more you duel the same player the more they pick up on your tricks, leaving you with a very gimped play style as a heavy weapon user, compared directly to the speed of the sword user who can always get through 1 way or another. Honestly disabling Block/Parry damage reduction on weapons past 4Kg would really mix up the gameplay in this game.
The Swordie Duel Strategy:
1.) They go Minimum Size Oghmir/Human/Veela for max attribute points, also better feinting in game, and makes it harder for opponent to hit you with their own feints/attacks because you then have to aim at very particular angles to match the height they created. This makes it a lot easier to predict your attacks. Sprint Dashing diagonally at this size and kg limit while being in opponents face with sword also gives you handle hits and a lot of dodges when your opponent goes for a Charged attack, it's broken af.
2.) Katana is the fastest Sword available, and the lightest. Weapon Kg plays a Huge part in Pvp, it determines how fast you charge hits, how much stamina you take, how fast you can feint different directions, how fast you can parry and switch parry directions, how fast you can combo hits. All these factors is why Kallardian padded soft armor is meta to these types of fighters because of the stamina usage of all the different feints and combos, as soft armor doesn't take as much stamina.
3.) Combos: After landing a Charged attack it is possible to land a Quick combo hit, not as strong as a Parry Counter hit or a normal Charged hit but it is more damage then a normal fast hit and that is what matters. Swords have really good feint angles starting from the stab position and feinting from different angles you can overhead downswing while in close range of opponent to speed up your attack after a Stab feint, Slash all kinds of stuff to throw off your opponent. It's possible to achieve a real quick 4 hit Combo and most players won't even be able to react to it. The Combo hits are faster then Charged hits, and because the sword is so quick at feinting you are able to achieve different angles of attack during your combos really fast.
4.) Heavy Weapons all suffer from different things depending on the weapon. But one thing they all share in Common is if a Sword User gets right in close to your face, the heavy weapon user will have most of the their hits come out as a Equipment or Handle Hit. This is determined by Reach of the weapon as well as Head of weapon. As you can imagine a swords head is basically half the weapon lol so they don't really have this problem.
What they should do for Heavy weapons:
Increase the damage to your opponents block/parries, and disabling the damage reduction from refreshing the block/parry timer, and changing the damage resistance on block/parry to a set amount of damage. Example every parry/block you should take the same 20 damage, instead of their current system where you would take 20 damage if you parry/block but if you refresh your parry/block right before the hit touches you now take 0 damage and sometimes a damage roll of between 1-5 damage through your parry/block. In addition, the RNG on Heavy weapons makes it so you often don't even deal damage to your opponents block/parry unless you have a Maxed out charge swing! Furthermore the Sword user can easily do a 50/50, (50/50 is a term from fighting games when you have your opponent guess where your combo start is coming from example; Aim low or aim high, if opponent guesses wrong you get a free combo... It's the same in Mortal from Fast weapons, they can get a quick hit in on a opponent using a heavy weapon, because of weapon Kg the speed of the weapon slows parry movement, where as heavy weapons only have that advantage from a charging opponent running towards you with a swing and clipping them as they come in, giving you a trade) Counter play is really limited as well, because your own Parry counter hits do nothing to the opponent who has the lighter weapon to block/parry your hit! And because they only suffer 1-5 damage. This really hurts Variety in game, and hurts heavy weapon builds. Because they can't trade as effectively against lighter weapons! This would be a huge change that would really level the playing field. Currently in game it's possible to refresh your block/parry when a heavy weapon user is charging their hit every single damn time without fail. This is because of how slow the weapons are! Feinting with heavies is practically non-existent and the more you duel the same player the more they pick up on your tricks, leaving you with a very gimped play style as a heavy weapon user, compared directly to the speed of the sword user who can always get through 1 way or another. Honestly disabling Block/Parry damage reduction on weapons past 4Kg would really mix up the gameplay in this game.