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For me personally, i find myself generally not spending ANY cash on floor's if i dont get/see any upgrade's or cards im after (mainly being cc/mana production/card draw or what ever card's im looking to combo with my other characters). I will frequently take the free temp single battle grp buff. Currently on an 8 win game streak working through torments.
Your deck is more important 100%. Artifact's are just a nice bonus if your deck already has what your aiming for. If you arent the kind of person to always build the same thing/stick with what works, then at least always make sure you get either an aoe cc card or mana producttion/card draw card asap.
Or better yet, have 1 person focus on cc/defense with the other mainly focusing their deck on dps with at least 1 aoe cc/card draw (and if they get lucky and get a legendary aoe defense card it might be wise to pick that up as well). Mage being great for cc/card draw in general. Their starting grp defense card upgrade's to chilling blow in 2 upgrade's.
Like every monster on the field chooses attack until you die.
At least that’s how it seems…
If you have 3 players, you just have more opportunities to solve the situation. With 2 you have more of a chance of getting a dry turn and getting one-shot.
Especially if none of two players even tried to go upgrade his cards early.
Not my job to say, BUT... reign in the frequency of so many high hit/damage entities. Having 7 archers of 10+ hits and 12 damage each seems a little much, around all the other beasts and characters we had to kill. Something is off with difficulty scaling.
Exactly this. I think there are more chances of being unlucky in 2p and not drafting any cc cards combined with some runs that have no upgrade possibilities early on. That's all part of the game!
We tend to have much smaller decks in 2p vs 3p to maximize chances of drawing our cc cards every 2 turns or so.
We didn't have the means to kill 7 archers and at least 7 more enemies all with hits in the 10 range, and we had very good builds. We also had Freeze spells and region/area attacks. But lets just put this in perspective - our characters had around 30 hits each, plus if we played them, maybe 10+ defense. Just the Archers alone could deliver 84 damage, and they indeed all were attacking almost every round. I think we lasted 3 rounds.
In response to your advice to "kill them, freeze them, stun them" etc., yes, of course. Had we not been doing those things, there is no way we could have gotten to Wave/Room 7.
If you cant kill 7 archers you can always NOT to choose them as your opponents.