I'm aware this is a hot topic in the ToP and I'm aware there's two sides to this argument; those who defend the tower as a genuine challenge and those who want to see changes.
Yesterday, I had 6 Solaris beast teams in my daily Tower, so I thought, **** it, I'll just leave it for today and try tomorrow. Today, I only had 4 Solaris teams - an improvement. I couldn't even get past the first one using my IGOROK + Grog Nog + Hopper team.
In other words, I don't think the ToP should be gated by runes to qualify as a 'challenge'. I firmly disagree it should be this much of a 'challenge', because it was already a time-sink to begin with, doing one every day. What I always liked about Dungeon Boss is that you essentially got 300 Gems for free every day for doing basically nothing but tapping 12 times, which is something virtually no other mobile game does. Call me lazy but this was a genuine selling point of actually playing the game. This did not impact the money I decided to spend on this game.
The tower was a way of grinding out intermediate currencies to obtain useful artifacts (hero stars, evos, hero tokens, etc). The current iteration of the tower requires you to have a properly runed up roster to obtaining these things - so even if I want to grind out the tower to get enough points to buy Arcane evos so I can ascend my own Solaris so I can do more tower levels, I'm limited by how many Tower teams are not crazily runed and/or Solaris-based.
If the intent is the Tower to be challenging yet fair, I argue that removing runes entirely from all teams during ToP runs is the most fair thing, which actually makes having a large roster and collecting hero stars important - more important that runes. This way, regardless of your progression, Tower is always a challenge.
Yes, I know my opinion is unpopular - here it is anyway. Feel free to agree or rip my guts out.