One has to wonder what the animators are doing that would supercede working on combat animations. I was under the impression that combat was the most important aspect of this game.Yes we definitely want chamber blocking to be a more useful and less random mechanic. But it would require us to do an animation overhaul, which we don't have the capacity for at the moment.
What's happening is that it's really hard to make weapons collide in mid air. When going from blocks to attacks, the blend/ transition animation is very horizontal, but you want it to be vertical so it can collide with an incoming horizontal swing. So we would need to redo all transition animation and have thm be more vertical.
However, some parameters have been tweaked so they will be a bit more frequent, with the combat update.
Not that these animation changes would truly matter, since they would still adhere to the inherently flawed """physics-based""" system. Chamber blocking might be made more viable with these changes, but it will never become fully consistent.
At this point, I also hoped that TW would let go of the idea that one should to 'prepare' to chamber. (Maximizing the chances that your weapon would collide with your opponent's by first blocking and then attacking.) I find it extremely hard to believe that high level play would make use of this tedious process, especially considering how there will always be the possibilty for it not to work. Safer, more reliable options will be prioritized instead.
Regardless, thank you for letting us know. Communication has been outstanding lately.