What he means is that it takes more to fill up the level 2 bar than the level 1 bar, and more to fill up the level 3 bar than the level 2 bar. So a certain portion of the higher level bars represents more AP than the same portion of the lower level bars. The move takes the same amount of AP, it just appears not to.
Ooooh, I see. Yeah, I guess that would explain it. If bar 1 is 100 and bar 2 is 200, that means a level 2 actually costs 300. And if bar 3 is 300, that would mean a level 3 actually costs
600. Almost a level 3 (600) minus a level 2 (300) equals almost a level 2 (300).
Interesting.
So a level 2 is worth
three level 1s, not two, and a level 3 is worth
six level 1s, not 3. That actually changes a lot. You don't have to get 3 kills to make a level 3 worth saving up for, you have to get 6. Assuming that 100/200/300 is the correct ratio, and the same across all characters.
I really wish getting hit would remove some AP from the meter. Sure there's already incentive not to get hit just because you don't want the enemy AP meter to go up, but it just doesn't seem like enough to me.
Items and stage hazards take away AP, and certain characters have moves that can do it as well.
I think if every attack took away AP, it would result in a weird stale mate where nobody ever gets their meter high enough to get off a super.
Another realization i just had. How the hell are the supers going to be balanced between 2 player and 4 player. It seems like most level 3s are only good because they can take out all 3 opponents. 1v1 you might as well use a level 1 or 2 since best case you are basically getting one kill anyhow.
On top of making it easier to land more kills, it also makes it easier to land
any kills. If you're playing against a fast character and can't land that level 1, you might be able to land that level 2. And if you save up for a level 3, you're basically guaranteed a kill.
But I think higher leveled supers will generally prove to be less useful in 1v1 matches.
And finally if it does take more ap to go from 2 to 3, then maybe they need a Golden Ax style super meter where you see the whole bar at one time and lines designating where supers are gained, or even just have each bar get bigger each super. Seems like something on the UI needs to change to show that 2 to 3 is harder to get than 1 to 2.
Yeah, I do agree with this. If that's the case, then it could use a super meter that better illustrates this.