Or go the route most games with similar fighting systems go. Add a delay to blocking. If you block one direction you cant block a different direction for X amount of time. This way you are meant to block when you see the swing coming at you, not the charge. And someone attacking you can Bait you into blocking and you then switch direction.
Problem with this is there needs to be something in place to make sure regardless of ping you or the other person have, you have about the same time to react on a swing, or at least marginally the same no matter who attacks or defends. The game in its current state would have it very lopsided.
Speaking of the original topic, gaming the system to hide the telegraphing of swings.
I made a pretty long post about this in the thread combat/Overall feedback, it was deleted because one word used out of context.
To sum it up, It looks hella dumb, it feels hella crap to play, having to have high mouse sensitivity and move around like a special person. But most importantly, it negates the reason why they made swing telegraphing so obvious in the first place. Blocking definitely need counterplay but this ain't it.
Neither is limited blocking arc, in 1v1. The amount of times getting hit in the back is actually what happened on both ends is the very rare exception. And if you can't see the guy, how do you know what direction to block?
in 1v Many, when are you going to on purpose pull off blocks to people attacking you from a direction you can not see? very rarily.
Add a blocking delay mechanic (cooldown) and a connected mechanic to let you chain blocks(delay reset upon successful block for example) and you would have a harder time turtling multiple opponents than currently but very skill dependent on both sides, even if they are all coming at you where you can see them you wont have to be forced to take X - 1 attack every time you block if the block delay would reset on successful blocking. Unless they attack at the very same time from different swing directions or faster than you can block and then quickly adjust it for the next attack. If you have one or multiple people behind you, even with delay reset you are not going to be pulling off reliable blocks to your rear unless they are doing the same attack directions as the people in front, plus you'd have to right after successfully blocking risk putting yourself on delay just to potentially block the guy behind you on the off chance his attack is coming and from that direction.
With limited blocking arc combat will be a game of catching tails, except you cant keep the guy off your tail since what you see is delayed(even with good ping vs good ping) and there are going to be a LOT of events where someone is hitting another guy in the ass when on that guys end he is staring at the guy.
There will also be events like this:
Around the 50 second to the minute mark.
Except whoever decides to block instead of attack will take hits through his block.
Let me explain what is happening in the video, the prediction system shows the guy in front of him with his back turned to him. What has actually occurred is the guy ran around him and is currently on his own end behind the person recording. So they are behind each other at the same time. The person not recording is most definitely thinking this;
Im on his back, lets get some damage in.
(Guy recording sees the guy attacking with his back turned to him, knows that he is getting attacked) And
Guy attacking gets blocked, now he is probably thinking WTF I WAS BEHIND HIM, DAMN 360 BLOCKING
Meanwhile they are infact on each others backs.
This happened all the time in Mo1, except the blocking arc is limited in Mo1, so you get that in a majority of fights, obviously changing between patch to patch. But generally anyway everyone is/was just chasing each others tail. Why? Because it works and there is little you can do about it because in the end, gaming the system is found to be a counter to get around blocks and people will use it. Its not like there are any alternatives.