It makes me laugh and cringe at the same time when I view the combat scroll and see people get their dicks cut off, eyes stabbed with katanas and faces shot apart by bullets and see them "flee" away to get "healed" up by a doctor with the discretion on adding a scar solely on the player.
I know it has to be that way because SD is still just a game and game's require a balance in order to function.
What I would hate to see is it taking more actual successful hits to drop a player than is already required based on people's condition.
I think if the community would like to see combat last longer I believe the focus should gravitate around making the combat scroll longer via it being more likely to dodge someone who is closer in your skill level and lower the impact of Kamikaze stance since from my experiences it pretty much guarantees you're going to connect more often than not. I've experienced some awesome fights with people missing and parrying and landing a few hits here and there turn into a wall of red as soon as kamikaze goes into effect and it's nothing but equal trade of blows and the highest HP wins.
The problem with evenly matched combat right now is it all boils down to who is magnificent or miraculous... I've witnessed players fight each other where one is magnificent and the other excellent, and that poor excellent conditioned player would fall within a matter of three hits from any high end weapon. This making dodge/parry rolls harder to witness since you have no padding.
That same player dumped a large amount of UE into their endurance and all of a sudden had the same amount of HP and the fight would go either way.
It might be worth taking a look at the balance between being a tank and being a dodgy bastard and we might see a positive effect on engagements before tampering with damage output.