That sounds good to me. Though as to pave way for variety - it would be nice to have less intense versions I remember the tougher meld thumps could easily overwhelm under-skilled players. I'm curious to see how optimization will be done for 100+ on screen with UE4 while achieving good network and client side performance. That net code will have to be tiggggght. That's what I like to call faux-competition. It's basically PvE spreadsheet battles. Don't get me wrong, I like competing on the charts when raiding and what not, but that's just begging for more. Spreadsheet battles are more of the same and that's not necessarily a bad thing, but we need variety. Imagine a PvPvE scenario where people are not only competing for numbers, but they're actually competing against each other. Player versus Player creates a huge wave of variety in of itself as the skill of the players and scenarios they're in can largely effect the outcome. Pure PvE just isn't fun and in today's gaming world doesn't last long. Killing off PvP (among many things) is what killed Firefall. That's pretty dope. I'm down with that, how loot distribution would work will be interesting to see in large scale battles. On one hand it is nice to see everyone getting something for their efforts, but on the other hand that can cripple the in-game economy. A common problem with PvE is loot distribution. If you make it purely performance based then you'll scare away the majority of casual players.