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Just to start, love what I've seen so far from Warhammer 3, fantastic job!
Unfortunately this means that some of the things I have seen that I enjoy as a Campaign focused player will likely be changed in the name of balance for Multiplayer, which is fine but not when it doesn't make sense to apply it across the board. The coding and effort required to keep two separate states at this point may be useless to ask for but I'll give it a go anyways in case its doable within reason.
The spells so far seem to have more impact and buffed since TWW2, this may be because unit size is balanced around Ultra now, or maybe the team felt releasing a new title was a opportunity to redo the whole system right. I've already seen Early Access players talk about changes needed to certain stats and spells for competitive play, which is fine but please for the love of god don't automatically apply these to Campaign.
I get that CA might want to have a uniform experience so players can jump between the two modes without having to relearn things, but this is kinda moot because what works in Campaign if vastly different to what works in Multiplayer. Elite infantry rarely get used, Anything susceptible to becoming a pincushion is also usually avoided, there are unit caps, fixed budget and so many more differences that its pretty much a separate game in terms of how its played, you will have to relearn a lot of things anyways. This is my argument against the idea of having to relearn if the Balance is separate.
The things that make Campaign fun like powerful spells and epic armies/units are really neutered when balances changes are made just for the competitive side. Dragons in TWW2 felt like slightly above average SEM's rather than Epic monsters of legend, a lot spells felt pitiful and weak. Summons like rats who tunnel out of a hole vanishing and every creature having the same regen limit or having a regen limit at all.
I wish CA would balance around increasing unit cost or winds of magic cost over these very lore unfriendly anti-immersion changes. Lot's of units already don't see play because they are cost inefficient, it wouldn't be a major change to what already exists.
if nothing else I do have a solution that would be minimalistic in requirement, please add something in the tech tree or skills tree to undo the nerf and put it back into its pre nerf state, maybe even make it a passive so as not to have to spend points or combine it into an existing skill/tech.
Fantastic job with the sequel either way, Rarely is a sequel released these days that is better than the originals.