It could be interesting if they implement an equivalent to SHIELD Simulator on the PvE side of the game. The length should be the same as the PvP season and start in the middle of the PvP season.
The difficulty will be fixed and not based on scaling. It will be made of 3 sub-events of 15 nodes playable up to 4 times each.
And as for SHIELD Simulator, there will be no boosted characters.
First sub
The difficulty on the first run will be as follows:
- First node average enemy difficulty: level 45
- Last node average enemy difficulty: level 110
Second run: - First node average enemy difficulty: level 85
- Last node average enemy difficulty: level 150
Third run: - First node average enemy difficulty: level 125
- Last node average enemy difficulty: level 190
Last run: - First node average enemy difficulty: level 165
- Last node average enemy difficulty: level 230
To unlock the second sub, you need two clears of the first sub-event.
Second sub
The difficulty of the first run will be as follows: - First node average enemy difficulty: level 125
- Last node average enemy difficulty: level 190
Second run: - First node average enemy difficulty: level 165
- Last node average enemy difficulty: level 230
Third run: - First node average enemy difficulty: level 205
- Last node average enemy difficulty: level 270
Last run: - First node average enemy difficulty: level 245
- Last node average enemy difficulty: level 310
Two clears are needed to unlock the third sub.
Third sub
The difficulty of the first run will be as follows: - First node average enemy difficulty: level 205
- Last node average enemy difficulty: level 270
Second run: - First node average enemy difficulty: level 245
- Last node average enemy difficulty: level 310
Third run: - First node average enemy difficulty: level 285
- Last node average enemy difficulty: level 350
Final run: - First node average enemy difficulty: level 325
- Last node average enemy difficulty: level 400
With this structure, there will be no need for SCL implementation. The progression of a player will be strongly limited by the strength of his roster.
Rewards
First sub:
Run 1 and 2: 500 ![]()
, 250 ![]()
, 100 ![]()
and ![]()
.
Run 3 : 750 ![]()
, 500 ![]()
, 250 ![]()
and ![]()
.
Run 4: 1000 ![]()
, 750 ![]()
, 500 ![]()
and 1 ![]()
.
Second sub:
Run 1 and 2: 750 ![]()
, 500 ![]()
, 250 ![]()
and ![]()
.
Run 3 : 1000 ![]()
, 750 ![]()
, 500 ![]()
and ![]()
.
Run 4: 1250 ![]()
, 1000 ![]()
, 750 ![]()
and 2 ![]()
.
Third sub:
Run 1 and 2: 1000 ![]()
, 750 ![]()
, 500 ![]()
and ![]()
.
Run 3 : 1250 ![]()
, 1000 ![]()
, 750 ![]()
and 2 ![]()
.
Run 4: 1500 ![]()
, 1250 ![]()
, 1000 ![]()
and 3 ![]()
.
Progression rewards
First sub:
- After completing second run, the player receive a


cover. - After completing fourth run, the player receive a



cover.
Second sub: - After completing second run, the player receive a



cover. - After completing fourth run, the player receive a




cover.
Third sub: - After completing second run, the player receive a




cover. - After completing fourth run, the player receive a




cover and one
.
This is how I see it. And it could be called Danger Room.