Hello. It just occurred to me that in duels matches, the maps are small semi-random portions of random maps. These limited portions can give very powerful advantages to certain classes... For example, a narrow indoors area strongly favors a centurion, but is not so good for, say, lawbringer. A narrow bridge area outdoors is great for a shinobi and classes that excel in unblockable push backs, which are an insta-kill on narrow bridges. Some places with many cliffs favors warlords, and in fact in most duels warlords that I face consistently refuse combat in favor of turtling and then ledging the first chance they get. This, to me, seems contrary to the spirit of a 1v1 match. I want to see someone's ability to use their moveset, to block and counter my attacks, not to spam GB and be in a position to win automatically if they happen to land one. The consequences of this in a duel are far bigger than in a skirmish or dominion match where things are more chaotic.
Most fighting games have an "arena" map that is generally agreed upon for use in 1v1 and tournament play. It doesn't need to be no ledges and no spikes, but it should eliminate the possibility of certain classes because able to rely strongly on these and use them as a crutch. For example, a stadium which has a large open space in the middle, then spikes and traps on the far edges, far enough than neither warlord nor raider could lift someone in the center field to get a kill on the edge just by succeeded with a single GB.