Golem,
The combat in the video is based on those ideas I wrote. Don't be so quick do dismiss things you haven't seen or necessarily understand.
Currently, feinting works by clicking twice on the left mouse button in the same or different angles.
Hmm, but won't you already make a huge commitment by just choosing your armor and weapon. Picking up heavy plate and maul quarantees that you will be vulnerable to ganks and unable to flee. Light armor sort of makes it more risky to join a group fight, but allows (and should allow) more control on 1vs1's and allows choosing your fights. I don't quite get it what stamina adds to gameplay that these gear&weapon stats don't already give? If it was just used for sprinting cooldown, that'd be fine imo.
I can imagine that it will slow down battles a lot, since after a moment of fighting people will just have to stand still and wait for stamina to build back up. Another concern if you consider a battle where one team is holding a hill: They already have a huge advantage to begin with and sure won't go anywhere. How does it affect on balance if the team attacking that hill have to run up, take hits from arrows and end up being unable to fight properly because they got drained of stamina? Also, does it treat light armored players fair if every small cut or so will drain them?
Think you got a bit confused here. Gear weight affect stamina, stamina effect how much you can do fancier locomotion actions. That's it.
This sound like locking into target and not being able to unlock it feels like playing witcher on xbox
You watched the video? : ) Witcher is great in many ways, combat is not one of them.
Want to elaborate? It seems like stamina will almost by definition restrict gameplay decisions, since less is possible when under its effect.
Having no stamina will indeed restrict your gameplay options, just as having it will give you more options. We want it to be a factor in combat. How important? Too early to tell.