Most of this I've said before and not in a formal suggestion - this is partially what I want to see from Hex PVE moving forward and a response to the developers feeling their time invested in creating content is trivialized by the playerbase. That they can't keep up. That should never have been the goal, there are too many players and not enough developers to pretend that was a thing they could do, there needs to be 2 types of content - stuff like siege to keep us busy, and things like campaign to entertain and delight. Just because we beat the final boss of Act 2 of presumably many very quickly shouldn't be an indicator that it wasn't a worthwhile endeavor - we haven't even gotten to the middle difficulty yet, we have so much and so much harder content to discover as the campaign expands. Just because your players are at a higher level than your PvE campaign at the moment doesn't mean you should be dissuaded from that aspect of the games development - it just means there's a hole in what we have/need in terms of difficult content. If you need something that's dynamic and keeps the PVE people satisfied make that thing - some suggestions below as to how - giving you the time you need to build and develop the story and classes for campaign.
There's a ton of potential in just client tweaks to expand on what we have in Hex already, time investment sure some things more than others, but we're sitting on time right now so let's do the best with it we can right? The campaign isn't trivialized yet, sure we can clear it quickly, but I played it a lot, a lot a lot, and don't have a full set of AZ2 goodies yet, some things are just hard to farm, it's the best source of gold and for that reason alone will continue to see play, and we're happy with any and all additions to it.
Stop removing content - new FRA shouldn't have replaced the old one, I loved the old one and would play it again today in an instant, and I'd play the new one too, but we certainly lost something there and it was pointless to lose. It was a great intermediate PvE experience, sure not everything there was as challenging outside of the dragon fight, but it was a place people could turn to in order to grind out gold for cards they wanted, I literally farmed enough gold for every card in the game at one point which was a huge braggadocios feature of Hex - you could invest time in the community into the game and improve your deck and get any card you wanted to have for your time, players who invest their time in their hobby are the ones passionate enough to invest their money as well. Maybe I couldn't afford to spend a few grand on set release to crack a playset of every card in the game but I was in the tournaments and paid to enter the gauntlets, and plat for singles, bought packs just to give them away to people new to the game or for those who hung out with me in streams. Didn't bother me a bit to spend the money I did and build my collection and share that love and enthusiasm for my favorite game with as many people as I could. We don't have the constructed gauntlet anymore, we don't have long form drafts - and if we wanted it what's the harm in putting a queue up for it? If people actually prefer the new format they'd queue for that, I wouldn't worry too much about fracturing your playerbase at this point. Kind of a dead argument at this stage I suppose but moving forward - like, okay? Especially don't remove content people are actively engaging in.
Roguelike PvE content. Could be a dungeon that fills itself with decks that are a certain archetype - gets harder as you progress - gives rewards when you fail. Unlimited playability, could be a way to introduce boss encounters you haven't found a way to fit into the story mode of the game, introduce new cards outside of sets regularly, introduce new equipment for cards that haven't found their way into the campaign arena or chests yet, I'd allow players to set up a Dungeon Siege where they put down a bounty for anyone who can beat their Highest Zone/Clear Counter whatever in that endless dungeon seed where they'll encounter the same options and hurdles you did. As new cards come out you can incorporate them not only into the rewards but the opponents decks as well, you could even somewhat randomize them have deck slots that have different powerful options that work well with that decks archetype and vary from run to run (but are still seeded so other players can encounter them as well - until the next time the game updates at least)
Creative Solutions to Balance. We don't want hard counters to archetypes in PvE - we saw a bit of that in the FRA revamp and it was bad, it killed whole archetypes. I'm not saying you should be able to run just one deck and clear all content, I'm not saying you shouldn't be able to either, I'm saying it sucks you make cards, we get them somehow, and then they become useless forever. Collecting bits and bobs to throw together a constant based deck for the arena was really fun, and it made a slightly wonky/inconsistent combo goodness mashup that I'd describe as high A tier in terms of clear speed and a solid C in terms of chance to win. But guess what happened, there's an encounter where constants give the enemy dreadlings, one where each constant I play gives them life, on where every time I play a card my other cards get more expensive, one where my cards are just more expensive all the time, one where they play a card that turns my board into an army of their plants - that last ones fair but cmon. That deck wasn't a problem and Uncreative Solutions to Balance hit it hard. If a cards too good in campaign maybe make it restricted to 1 copy, we already see some restrictions in campaign in flavorful ways to which cards you can and can't use, nerfing cards is your choice but seriously we haven't seen content difficult enough yet to warrant lowering the power level of cards - can clear the campaign with standard legal cards and no equipment Easily at the moment and if PvE is a little more OP that's fine - in fact that's good - we're not hurting anyone by having fun, but indirectly we're being hurt when you nerf fun. Embrace the madness a little haha. There's actually no reason to nerf cards in PvE at all, if a card looks too good from a frame of reference of Standard or even Legacy maybe it is too powerful from that frame of reference but the mistake you made was the campaign and arena in no way have to resemble those formats. If the opponents in campaign regularly had 70 health or your cards decayed as turns passed like the old Killipede encounter - not saying that was a fun experience - a free army of 2/3s on turn 1 doesn't really turn the tide in your favor anymore. Being able to discard a card with no threshold requirements to gain life or peek into your deck and select a card or having one troop that left unanswered just wins the game for you isn't that bad, and even if you nerf pve cards like the slaughtergear nerfs so one card that came down turn 2 didn't win the game - PvP cards already do that, turn 2 spellshield hierophant or turn 2 Brilliant Annihilix are still going to runaway with the game, getting a turn 2 Speed Feral Replipopper - especially equipped - is going to be nuts and it's going to win games and you can try and stop things like this from happening but you're going to fail and you're going to hurt peoples feelings for trying.
Speaking to that, if I want to challenge my buddy to a game where I'm using pve cards and equipment and they want to use theirs against me too, what in the world made you decide to stop us doing that? Sure you Can but I don't see the motivation, kind of a weird flex? Wild West Constructed should be a thing, and if you don't want to make it a thing that's fine, but let us set up our own tournaments maybe? And Absolutely let us challenge each other directly, we can spoof a tournament with online resources and provide our own prize support etc. if it's not something you want to officially exist.
There's a ton of potential in just client tweaks to expand on what we have in Hex already, time investment sure some things more than others, but we're sitting on time right now so let's do the best with it we can right? The campaign isn't trivialized yet, sure we can clear it quickly, but I played it a lot, a lot a lot, and don't have a full set of AZ2 goodies yet, some things are just hard to farm, it's the best source of gold and for that reason alone will continue to see play, and we're happy with any and all additions to it.
Stop removing content - new FRA shouldn't have replaced the old one, I loved the old one and would play it again today in an instant, and I'd play the new one too, but we certainly lost something there and it was pointless to lose. It was a great intermediate PvE experience, sure not everything there was as challenging outside of the dragon fight, but it was a place people could turn to in order to grind out gold for cards they wanted, I literally farmed enough gold for every card in the game at one point which was a huge braggadocios feature of Hex - you could invest time in the community into the game and improve your deck and get any card you wanted to have for your time, players who invest their time in their hobby are the ones passionate enough to invest their money as well. Maybe I couldn't afford to spend a few grand on set release to crack a playset of every card in the game but I was in the tournaments and paid to enter the gauntlets, and plat for singles, bought packs just to give them away to people new to the game or for those who hung out with me in streams. Didn't bother me a bit to spend the money I did and build my collection and share that love and enthusiasm for my favorite game with as many people as I could. We don't have the constructed gauntlet anymore, we don't have long form drafts - and if we wanted it what's the harm in putting a queue up for it? If people actually prefer the new format they'd queue for that, I wouldn't worry too much about fracturing your playerbase at this point. Kind of a dead argument at this stage I suppose but moving forward - like, okay? Especially don't remove content people are actively engaging in.
Roguelike PvE content. Could be a dungeon that fills itself with decks that are a certain archetype - gets harder as you progress - gives rewards when you fail. Unlimited playability, could be a way to introduce boss encounters you haven't found a way to fit into the story mode of the game, introduce new cards outside of sets regularly, introduce new equipment for cards that haven't found their way into the campaign arena or chests yet, I'd allow players to set up a Dungeon Siege where they put down a bounty for anyone who can beat their Highest Zone/Clear Counter whatever in that endless dungeon seed where they'll encounter the same options and hurdles you did. As new cards come out you can incorporate them not only into the rewards but the opponents decks as well, you could even somewhat randomize them have deck slots that have different powerful options that work well with that decks archetype and vary from run to run (but are still seeded so other players can encounter them as well - until the next time the game updates at least)
Creative Solutions to Balance. We don't want hard counters to archetypes in PvE - we saw a bit of that in the FRA revamp and it was bad, it killed whole archetypes. I'm not saying you should be able to run just one deck and clear all content, I'm not saying you shouldn't be able to either, I'm saying it sucks you make cards, we get them somehow, and then they become useless forever. Collecting bits and bobs to throw together a constant based deck for the arena was really fun, and it made a slightly wonky/inconsistent combo goodness mashup that I'd describe as high A tier in terms of clear speed and a solid C in terms of chance to win. But guess what happened, there's an encounter where constants give the enemy dreadlings, one where each constant I play gives them life, on where every time I play a card my other cards get more expensive, one where my cards are just more expensive all the time, one where they play a card that turns my board into an army of their plants - that last ones fair but cmon. That deck wasn't a problem and Uncreative Solutions to Balance hit it hard. If a cards too good in campaign maybe make it restricted to 1 copy, we already see some restrictions in campaign in flavorful ways to which cards you can and can't use, nerfing cards is your choice but seriously we haven't seen content difficult enough yet to warrant lowering the power level of cards - can clear the campaign with standard legal cards and no equipment Easily at the moment and if PvE is a little more OP that's fine - in fact that's good - we're not hurting anyone by having fun, but indirectly we're being hurt when you nerf fun. Embrace the madness a little haha. There's actually no reason to nerf cards in PvE at all, if a card looks too good from a frame of reference of Standard or even Legacy maybe it is too powerful from that frame of reference but the mistake you made was the campaign and arena in no way have to resemble those formats. If the opponents in campaign regularly had 70 health or your cards decayed as turns passed like the old Killipede encounter - not saying that was a fun experience - a free army of 2/3s on turn 1 doesn't really turn the tide in your favor anymore. Being able to discard a card with no threshold requirements to gain life or peek into your deck and select a card or having one troop that left unanswered just wins the game for you isn't that bad, and even if you nerf pve cards like the slaughtergear nerfs so one card that came down turn 2 didn't win the game - PvP cards already do that, turn 2 spellshield hierophant or turn 2 Brilliant Annihilix are still going to runaway with the game, getting a turn 2 Speed Feral Replipopper - especially equipped - is going to be nuts and it's going to win games and you can try and stop things like this from happening but you're going to fail and you're going to hurt peoples feelings for trying.
Speaking to that, if I want to challenge my buddy to a game where I'm using pve cards and equipment and they want to use theirs against me too, what in the world made you decide to stop us doing that? Sure you Can but I don't see the motivation, kind of a weird flex? Wild West Constructed should be a thing, and if you don't want to make it a thing that's fine, but let us set up our own tournaments maybe? And Absolutely let us challenge each other directly, we can spoof a tournament with online resources and provide our own prize support etc. if it's not something you want to officially exist.