An equivalent to SHIELD Simulator on PvE side

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 iso8.png
, 250 iso8.png
, 100 iso8.png
and token_standard.png
.
Run 3 : 750 iso8.png
, 500 iso8.png
, 250 iso8.png
and elitetoken_icon.png
.
Run 4: 1000 iso8.png
, 750 iso8.png
, 500 iso8.png
and 1 commandpointsbig.png
.
Second sub:
Run 1 and 2: 750 iso8.png
, 500 iso8.png
, 250 iso8.png
and elitetoken_icon.png
.
Run 3 : 1000 iso8.png
, 750 iso8.png
, 500 iso8.png
and elitetoken_icon.png
.
Run 4: 1250 iso8.png
, 1000 iso8.png
, 750 iso8.png
and 2 commandpointsbig.png
.
Third sub:
Run 1 and 2: 1000 iso8.png
, 750 iso8.png
, 500 iso8.png
and elitetoken_icon.png
.
Run 3 : 1250 iso8.png
, 1000 iso8.png
, 750 iso8.png
and 2 commandpointsbig.png
.
Run 4: 1500 iso8.png
, 1250 iso8.png
, 1000 iso8.png
and 3 commandpointsbig.png
.

Progression rewards
First sub:

  • After completing second run, the player receive a star.png
    star.png
    cover.
  • After completing fourth run, the player receive a star.png
    star.png
    star.png
    cover.
    Second sub:
  • After completing second run, the player receive a star.png
    star.png
    star.png
    cover.
  • After completing fourth run, the player receive a star.png
    star.png
    star.png
    star.png
    cover.
    Third sub:
  • After completing second run, the player receive a star.png
    star.png
    star.png
    star.png
    cover.
  • After completing fourth run, the player receive a star.png
    star.png
    star.png
    star.png
    cover and one token_legendary.png
    .

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

I see a disturbing lack of covers in your reward structure.

I have edited it to had covers as progression rewards.

Um! Yeah! There is one it is called Deadpool’s Daily Quest. You play five nodes every day and every fifth day you play a sixth.
You should give it a try.