So, it does tend to remind me of Diadem. You go around killing monsters, and every 10th floor you fight a stronger monster (a boss).
What happened after 30 floors, doing matched groups, is that the new strategy was to skip as many monsters as possible, killing only those necessary to open chests. The most popular strategy, just as it was in Diadem, was to ignore as much of the content as possible while still reaping the rewards you're seeking; this is because, just at it was in Diadem, it's the only way to cut through the immense tedium of the content.
Everything about PotD progression is obnoxious. Replaying the leveling process of your class isn't fun; it's just tedious. Finding silver chests isn't fun; this effectively gates your ability to progress via RNG rather than anything the player is doing. Why SE thought it'd be a good idea to have the amount of silver chests be RNG, and then on top of that have whether or not you get a + to your weapon/armor out of it also be RNG, is beyond me. This is just a slow and painful process.
But why is it a slow and painful process? What determines if a process is slow?
The rewards.
Going through 50 floors of this dungeon takes about 3 hours depending on RNG (love that RNG based progress). What you ultimately get out of it is a level 5 materia per run.
Beyond that, there's the weapon rewards. You get an i235 weapon, but acquiring it comes down to, again, RNG. You need to reach 30/30 on your aether gear, which means running the dungeon multiple times. So if you thought replaying the leveling process on fast forward was fun the first time, then you can look forward to resetting your data and doing it all over again, and most likely again after that, before you get your weapon.
The ability for SE to not understand the difference between fun and tedious has become astounding; this is further exemplified by talks of this dungeon receiving and additional 150 floors in the future. The idea of this dungeon being 300% longer makes me want to drive my head through my wall.