After some thought I’ve come up with a pretty clean solution that utilizes all the new features, keeps PvE “competitive” and keeps everyone relatively happy.
The general theme is to keep the format the same but change how placement rewards are handed out. The format is as follows:
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Treat the format similar to this test event. Revert the first 3 nodes back to “easy” nodes, capping their max scaling at roughly 25-33% the maximum seen on the hard nodes (around 120-140 seems fair if you’re normally facing 395 hard nodes). For a developed roster you should see something around 3x level 140 nodes, 3x 395 nodes and 3x 250-300 essential nodes (scaling down accordingly for 2* and 3* rosters).
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Scaling will be handled like in this test event, no need for community scaling / rubber banding and there can still be a visual indicator for how the node is getting harder with each completion (scaling with each clear seems fine).
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Each node has 7 rewards and can be cleared a total of 10 times for “full” points (remove all node cooldown penalties) after which the node becomes locked. If a sub is up for 48 hours I would suggest resetting the nodes back to 0/7, 10 full clears again at the 24 hour mark.
*For survival nodes I would change it to the first 3 clears give some type of reward and they can be cleared a total of 5 times before locking out. Survival nodes take significantly longer and I could not bring myself to play them repetitively this event.
The major change that I suggest is that placement rewards are now handed out based on progression. The current progression rewards will be given out as they are now but the end of sub / end of event placement rewards will be given out based on what % of the nodes you cleared. For instance, the current rank 1 (3x 4* and 3x 3* covers) will be given out to anyone who cleared every node in every sub 10x times (which is basically what it takes in current competitive PvE). Totaling points equivalent to clearing every node 7 times (all node rewards) should give out 3x 3*, 8 times 1x 4*, 9 times 2x 4* (numbers can be tweaked). Alliance rewards are also based on progression (rank 1 rewards if all 20 players achieved 10/10 clears, etc).
This would encourage much more competitive play than the Gauntlet format since everyone has to play a fairly large amount (10 clears at ~30m each is 5 hours of play per 24 hours) in a limited time frame but rewards are transparent and more forgiving. Rather than having to clear 9 times every 24 hours (0, 8, 16 hour mark followed by 6 clears before the sub ends) you can pace out your 10 clears throughout the day (one of the stated goals of this test). If you don’t want to go for maximum points, you can do a clear or two whenever you have some free time. If you have more free time one day of the week than another, you can do 10 clears on your free day and maybe only 3-5 on your busy, resulting in maybe 2 or 3 3* covers.
Benefits:
-All rosters on relatively even ground (1-3* players might have a slightly easier time from feedback on scaling) and rewards are mostly dependent on time invested
-Friendly to PvP end times as you can time your PvE playtime so as to not interfere
-Same amount of effort as regular PvE but the players are not forced to play at certain times
-Better for random toilet breaks
-Specific rewards (namely new character releases) attainable if effort is placed
-* more competitive than Gauntlet, players will be more willing to spend on boosts / health kits because the clears need to be done within a 24 hour window