This game also had a similar fight system, I played that for a while online, it was deeper than you first think. They sort of implemented combos, when you attacked with W+D+Click, your next attack is W+A+Click, your attack is slightly different and also does different damage/animation.
In reallife, a failed counterattack could leave a special region of you unguarded. You could think of providing bonus damage if you 'counter counter attack' at the right place.
But on the contrary, this mechanic doesn't involve any penalties for a failed counterattack try. thoughts?
This is purely my opinion: I don't like the dodge roll. In a sword fight, nobody rolls around for a reason .
You are sort of right about that one. You don't swing in a huge circle, the opponent sees that attack from miles away. But Power attacks/combos are important, they are especially effective when you are fighting more defensive and the opponent thinks he has the upper hand, starts to power himself out and then suddenly you respond loud and clear.
Now for the extra stuff. I know, a lot of games do it, but I really don't like power-attacks. Why? In real combat, your attack simply doesn't get stronger by holding your sword in the air for some time (on the contrary, your arm gets tired)
I myself am a fan of martial arts, I am actively fighting full contact ( I am not the greatest, still learning ). If you want to go for more realism, I may have some useful input.