With all due respect Fielding...your missing my/the point.  For starters ...my individual results make no difference here,  my results and  that fact that ive  been fortunate enough to enjoy some success despite the excessive handicaps is a whole other topic  which I have indeed  talked about in other threads.
  I agree  that we need more players to play the game and that is in large part what this thread is about.  The arena is no longer what it once was in terms of fun due to the lack of players and now the overwhelming majority doing nothing but sitting in Defensive stance. 
Yes,  there are those that  simply cant make it for one reason or another very much like yourself,   but from what Ive experienced thats not the issue.  More and more players are at the wheel of their accounts  yet doing nothing in terms of attack...they simply sit there wait until they are attacked and then go into Def. stance.  With the handicaps being what they are  and the  incurred damage while hitting someone in def. stance it is in no way a viable option to attack someone while in Def stance until the very latest rounds when  ones attack is multiplied a great deal.    So what we have here is way to much emphasis on def in an aspect of the game that Kano claimed was suppose to reward  balanced builds.    I guess you could call going into Def stance  from the beginning a strategy but in an arena that only lasts  a few hours at most that would be a stretch.
 If we want/need players  to join/play perhaps we should actually give them an incentive to rather  than having features that are akin to watching paint dry.  Perhaps Kano should create  an environment that actually rewards activity rather than inactivity.  I dont see how its exactly good for the game if Joe blow  signs up for the arena,  puts themselves in Def. stance and is off n running to go shopping   and then comes back and rakes in his rewards in term s of both rank and achievements.  While on the other hand the common player who actually wants to play and support the games   by being active and using stam refills stand  less of a chance than their inactive counterparts.  I think its important to remember why the arena came to be....Kano wanted players who had little or no rival pages  yet who loved the PVP aspect of the games to have something to do.   Its no stretch of the imagination  to claim that we are way off that mark at this point.
 This could easily be rectified by lengthening the arena to a point where the average player doesnt have enough defensive stance to ride out most if not all an arena.  How do we lengthen  the arena?  Adjust the  multiple attack slider to reflect the actual  number of players that have entered.   With the current number of participants on average the multi attack slider should be dialed back to  2 or even 1 per.  When and if participation numbers increase the slider could be dialed back up.   Pretty much the same idea that is behind  the rewards being based on participation numbers.
Im happy with my results...Ive done fairly well  despite the handicaps  both before and after the inception of the multi attack slider.   But this isnt about me...its about  balance and bringing players in.   The current system does everything but.
To be completely honest....the multiple attack slider and the current low participation numbers  works out great for a player like me...I get the same results in a fraction of the time.   It drove me nuts when the arena dragged on seemingly forever when it was  a single attack per.   But now that Ive played under both systems  I can see that its hurting the  lesser players that want to actually get in there and mix it  up.   The opportunity  has been significantly decreased.   Like I said previously....alll the active players were either dead or forced into D stance within a half hour....how is that in keeping  with idea behind the arena and/or promote active game play?  It doesnt,   the arena now promotes and rewards inactivity which definitely seem defy the logic of its reasons for being
					 
				
			
			
			
		 
		
		
		
			
			
				Last edited: Aug 28, 2013