A combination of moves has nothing to do with the opponent. It's doing certain actions and combining them (aka combo) into a connected series.
By that definition they have 100% do deal with the player and not the target because it's the player and not the target doing those things.
As far as people saying that combo points are the reaction of dealing damage to an opponent and thus weakening them so that when we do a "finisher" it hits harder than a standard attack. Well that's an ok statement except that that exists in the game but rather than a consequence of taking a beat down and then being finished off it's the opening move of any sub rogue aka: Find Weakness.
Also as other have stated more of our finishers don't make sense under that model because if a mod dies why does my finisher of crimson tempest affect other targets who have nothing to deal with the one I was attacking? Or SnD or Recoup? Because the base understanding of a combo is that it's the player whose doing them not the target.
If it's still hard for people to understand:
The way the rogue fights is through a combination of attacks ending with a finishing move that finishes their combination.
With cp on the target under the current system it'd be more akin to fighting your opponent by putting small grenades on him and then at 5 grenades they all explode because they're on the target.
But how rogues work that doesn't make any sense at all.
As for PvP I don't understand why people are so incredibly scared of rogues. Half the people who have posted on this forum sound like they're pissing their pants at the thought of a rogue buff.
Every example that has been given about why this would break pvp for rogues can already be accomplished. We can already Redirect and/or MfD our cp to a new target. We can already drop a 5 point evis on a target or a 5 point KS or even if we want to be extra ballsy redirect 5 cp to a new target and then MfD a 5 pt evis to them. So apparently by everyone's tears of pain that our 5 point evis openers are apparently going around one shotting everyone and 2 rogue teams are /flexing their rogueness and whipping out the big D (damage duh) and insta gibbing the healer. Oh wait... I forgot... rogues are the worst most unrepresented class in PvP... damn I thought I had the God Mode class for a second.
Also rogues still need a ramp up time. Just because we could have CP on us instead of the target doesn't mean that rogues are going to be walking around with a permanent 5 cp dropping 5 point evis's left and right and perma stunning healers. We still have ramp up time. We still have to build cp up again after a finisher. NOTHING IS GOING TO CHANGE.
The biggest aspect in team games especially 3's which is probably the most competitive pvp environment right now is being able to analyze how the fight is going and to know whether or not to keep tunneling a certain opponent or when an opportunity arises quickly target swap and blow that person up. Currently every class can do this. Even rogues. A sub rogue to burst an opponent down needs to typically have shadow dance up and/or be able to open from stealth getting up their find weakness debuff as well as get garrote (hemo in 5.4) up to get sanguinary veins working. Doing those few moves: stealth -> pre-med -> SnD -> garrote -> ambush/cheap shot -> ambush gives the rogue the 5 points + that they need for the dreaded 5 point evisoneshottinghealers ability. So this is already in the game and yet still rogues are at the bottom.
How is cp on the rogue going to be any different? They still need to line up shadow dance to effectively burst someone down and everyone who isn't a complete ignoramus knows that rogues sustain outside of dance is garbage.
Now for PvE some people think that CP on the target increase the skill cap. How? What makes you more skilled and able to do more with the cp on the target? All it does is make is so that on a fast target swap fight you're actually a worse player and take less skill. Think of Durumu adds or the small adds on horridon. They typically die in a few seconds if you have a half decent guild. So how is killing an add and gaining 2 - 4 cp and then having to start over again a higher skill cap? If anything in a lot of cases cp on the target LOWERS the skill cap of rogues because they can't do shit. Color blind phase of durumu is so damn boring because I just can't do anything. I'm being a team player and not sitting on the boss to make sure that the adds die as fast as possible but it's just crap. There's no extra skill envolved because the adds die so fast that even a redirect wouldn't help.
So. All you holier than thou people who like to spout off current modern day jargon making yourself seem like a trendy guy: give 1 example of how cp on the player rather than the target would lower the skill cap of a rogue? I have yet to see it.
Why is it that everyone who is pro cp change has all sorts of well thought out arguments and everyone else is either "don't like it" "homogenization" "same as holy power" "skill cap" or "ruins pvp" yet no one really gives solid legit reasoning? Well aside from the fictional double rogue god mode team who will with a change like this turn into healer slayers who are the masters of CC and can destroy everyone.