Warhammer 2 is reaching the finish line so let's review the DLCs it created.
First I would like to bring up the first change that CA did on their DLC model, all the way back in Warhammer 1.
"Call of the Beastmen" was the first race pack DLC and came with a fresh new race aswell as a new campaign. We loved the race addition and disliked the new campaign.
Then came the Woodelves and the same thing happened. We loved the race and disliked the campaign. Which laid the groundworks for the best change for DLC packs to date. Increase the ammount of Legendary Lords from 2 to 4 and focus the design on creating a unique campaign playstyle for the new races.
This lead to the two best DLC additions to Warhammer 2. Rise of the Tomb Kings and Vampire Coast. It really is the best example of feedback being registered and acted on for a positive result.
So let's take a look at how the current DLC and main game practices end up(In my opinion) harming the game.
Lord packs & unique campaign mechanics
It all starts with the base game itself and what it gives us. A brand new Vortex campaign with 4 unique races whom each have 2 Legendary Lords. The Vortex campaign also has unique mechanics such as gathering a resource for the vortex ritual. This was really brilliant in my opinion since it gave the player incentive to sail across the map to stop other factions from conducting their rituals. Each race also had unique race-mechanics such as food(Skaven), slaves(Dark elves) and influence(High elves) etc.
Then the first Lord packs starts to pop up. A new Legendary Lord for two of the races and some new units. And here starts the first problem. These two new Lords each have their unique campaign mechanics, on top of the normal race-mechanics.
I don't have a quote from CA, but I assume this was done to make their campaign feel unique. This is a major issue in my opinion because some of the mechanics they added were f%&¤"#g spectacular. I have never tried a more fun army ability than the Skaven nuke. The sound and the look were all top notch, and only Ikith Claw can use it.
There is no need to do that. The Skaven Nuke could absolutely be added to the other Skaven factions and there is probably some mod that does just that. However that leaves us with a much desired oversight from CA on campaign balance. They did not balance the other Skaven factions to have nukes. And I think they should have. They shouldn't be as adept at it as Ikith(since he is the nuke guy), but they should have access to it. If the Skaven nuke is hard to get for the other Skaven Lords it shouldn't off-set balance.
Ikith's workshop is also an example of something that would benefit Skaven as a whole.
Then later on came Deathmaster Snikch and his missions. These missions adressed much of the slack from the lack of good agent actions from ALL the factions. But only Snikch gets them. Granting vision over provinces, starting revolts, stealing items from settlements and much more. Again EVERY faction needed something like that, but only one gets access to it.
Another great one is Eltharion's ability to capture enemy Lords in battle. That ability should have been universal because it is a fantastic addition to diplomacy.
Even Malus Darkblade's mechanics could be added to the Dark Elves as a whole since you could get the option to choose to be a vessel for the daemon. The point is that there was no need to make this exclusive. Personally I believe that balancing a good starting location and adding unique missions is enough for a Lord campaign to feel unique. You don't need exclusive campaign mechanics aswell.
For future Lord packs please add campaign mechanics that are designed for the entire faction, not just the new Lord. We already enhance the faction as a whole with new units, but we should also do it on the campaign map.
It is a wonderful campaign that gives you the option to play Warhammer in a unique way. I also think it has issues such as that it doesn't really put time pressure on you, since you can just defeat whatever faction makes it to the vortex first. The idea of the campaign itself is excellent though and I would love to play it as Empire. And that's were we hit the first issue. It is only for Warhammer 2 and not for Mortal Empires.
I keep wondering how much resources went into this campaign. How many hours of design, coding and playtesting went into this? And it's unplayable in Mortal Empires......
Warhammer 1's campaign was almost directly transferred to Warhammer 2 in the form of Mortal Empires. But what will happen to the Vortex campaign? Is all of that effort just going to end up in the bin? I understand that this ship is probably too late to turn around, but this should be a very important lesson for the next trilogy project. Try to let the campaigns add on each other so that nothing goes to waste.
If this is indeed the case that the Vortex Campaign is thrown away... Warhammer 2 has just turned into "Call of the Beastmen". Yes, it's core races are fun, but when you own Warhammer 3 do you really want to play the Vortex campaign? Do you have to buy an extremly expensive base game just to get access to a big map? You pay for the Vortex campaign, but it will feel partly wasted. I have been on this ride since the start, but for people just hopping on, I don't know if I would reccomend buying Warhammer 2 if you have 3.
In short: Warhammer 1 added to Warhammer 2 in the form of Mortal Empires since you got Warhammer 1's campaign. Warhammer 2 did not really add that much to Mortal Empires since the Vortex campaign was not included.
If the Vortex campaign was actually an addition for Mortal Empires and the Gigamap, I think it would be a more attractive option for buyers. Also the replayability of the game.
I really hope that Warhammer 3 will add some unique campaign modes for the Gigamap, so it's something more than just a really big map.