Hall of Fallacies was really cool. I do like the idea of each DD having a unique gimmick and I look forward to what the next one has.



Hall of Fallacies was really cool. I do like the idea of each DD having a unique gimmick and I look forward to what the next one has.
To me it feels like the dull same ol same ol. It has none of the innovation I felt was promised and it relys really heavily on cheap, fast one shot mechanics. 3/10 at best. Not fun in the least, esp past floor 50. Not even going to bother with the trial.
The devs reliance on the aforementioned cheap one shot mechanics to create artificial difficulty is not good design. It's actually embarrassing for devs that used to be at the caliber of the SE devs of the past.
Boring as hell, reskin, different music, different enemies. Thats about it. Another nail in the coffin.

It's easily become my new favorite Deep Dungeon, I've enjoyed this one so much more than I did with EO.
I'm surprised they didn't add those big rare floors again, considering that PT's setting is meant to take you to very distinct places. Imagine a very big open grass field, or a big open desert.

Something I keep seeing it "ugh 1 shots are so bad because what am i supposed to do" cause besides the answer being, well die but then learn. But lets be real
If autos were the threatening part, in all 4 Deep Dungeons, what the hell would they expand upon? Do they just SCALE per level? Do more mobs have auto-TBs? These still exist. I think this this the best case scenario where PoTD was autos being the most threatening, HoH was still pretty threatening, EO was more mechanic based, and PT goes from autos TO mechanic based in a really clean transition. They would nearly one shot you between 30-50 but afterwards it WILL.
Not only would it be hard to expand upon, it would make classes have a really big difference in efficiency. Healers have a MUCH easier time in PT then they did in PoTD even if they aren't healing. Using PoTD as an example, if autos hurt then people would do the same thing they were doing in groups now, pull 1 enemy. It's just now 1 person is the focus instead of a mechanic maybe hitting all 4. But in a solo setting, now the healer needs to expend their resources to stay alive because they can't do enough damage quick. They also do not have the movement tools to kite and minimize damage. And the enemy isn't even dying quick so it takes longer to progress to the next floor. Mechanics would be really REALLY welcome because they would stand still and cast without chasing or autos. Now if you find that more fun then sure, but people saying healers are bad picks here are not realizing that it is much better especially in a solo setting.
Killing is a form of mitigation gang
Mentally Sick, Physically Thicc


Healing was very enjoyable below level 61, it was recoverable and managable. From 61 and above, its really not that necessary to have a healer and more optimal to bring another DPS because of all of the one shots. You either live with a flesh wound to use your potion or your instantly dead, there is no inbetween.



Just finished my solo run, Probably the easiest DD to solo by a significant margin, but I think the cost of making the solo easier was worth the new additions and removal of Amnesia/Blindness.
Glad they implimented feedback from Eureka Orthos, if only they'd patch Orthos itself.



Can we patch out the 40 floors of cave too?
I like it a lot, just for the fact the environments are really nice. Bosses are pretty fun too.


Unsure about SGE as I haven't actually played it yet, but I'd argue that the rest of the healers do have at least a little bit of unique use; AST card buffs exist, Expedient can help cut backtracking time, Holy provides an on-demand aoe stun, and even Thin Air can be useful for rezzing in a pinch.
Last edited by SkankyRoe; 10-15-2025 at 08:38 PM.
I look just like the roes next door... if you happen to live next door to an amusement park.
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