# Combo Breaker needs to be fixed before 2.0

**URL:** <https://community.gemsofwar.com/t/combo-breaker-needs-to-be-fixed-before-2-0/8264>\
**Category:** Support\
**Created:** [June 11, 2016, 2:28am UTC](https://community.gemsofwar.com/t/combo-breaker-needs-to-be-fixed-before-2-0/8264 "2016-06-11T02:28:37Z")\
**Posts on this page:** 1\
**Showing post:** 9

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**Author:** ![Mariox](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/mariox/32/6721_2.png) [@Mariox](https://community.gemsofwar.com/u/Mariox)\
**Post date:** [June 11, 2016, 5:31pm UTC](https://community.gemsofwar.com/t/combo-breaker-needs-to-be-fixed-before-2-0/8264/9 "2016-06-11T17:31:19Z")

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> [@Can someone tell me what exact difference between normal and hard?](http://community.gemsofwar.com/t/can-someone-tell-me-what-exact-difference-between-normal-and-hard/1086/13):
>
> Sirrian had a post on the 1.0.7 Patch Preview 2 blog post: In version 1.0.5 and earlier, all gem drops were totally random… the AI and the human both had an equal chance of lucky drops – cases where gems drop in to set up or activate good skull matches or 4-of-a-kind matches. Unfortunately, a lot of players felt that the AI was cheating (for the record it definitely wasn’t). It’s an unfortunate way that our brains are wired so that negative events are remembered more clearly than positive one…

Yea, from Dec. Maybe more to combo breaker then that, but counting an extra turn because of a spell (for example) has nothing to do with combo breaker.

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