In addition, I would also like to point out the whole concept of a combo: The idea of a combo is to input a sequential set of commands where the proceeding command benefits from the previous. In early fighting game days, this resulted in the next attack being unblockable. So combined with a very strong secondary attack you create an optimal rotation. The same applies here, with potency increases being the reward.

In short, players need to be given the chance to screw up as much as the chance to be rewarded. Our combo system is probably of the last things that need adjusting in this game.