Quote Originally Posted by Zaniel View Post
They can combine the button without combining the skill, that way you can keep the more complex rotation but just have less bindings which is the main goal.
Okay, but... That is true for all combos and combo buttons. Combo buttons in general require the greater number among combo leads and combo finishers to maintain complete control over them.

There are only 3 remotely viable combo actions: start, continue, and swap. In practice, or without accounting for very unlikely mistakes, there are only two competitive options: start and continue.

DRG can therefore have virtually all of its combo-related depth with just three buttons:
  1. True - Vorpal - Full - Fang - Wheel
  2. True - Bowel - Chaos - Wheel - Fang
  3. Doom - Sonic - Tempest
With that, the only affordance you lose is the ability to reset your AoE combo, for which there has never been a use case.

Moreover, if you were to consolidate WT and F&C, you'd generally do that to/with each other, as they're not available anyways until that point and only in sequential use.