TBH I would recommend this DLC but if possible wait for some kind of sale, around 30-40%.
TLDR: The DLC has promise but feels like more of a part of some bigger DLC not yet finished. It does offer some unique challanges and combining heroes and monster is cool but the sacrifice to do so makes what could be great a bit lackluster.
What is new and good
The heroes: The Heroes roster is honestly huge and the combination synergies is huge.
Humans are the bread and butter, having and aswer for everything but relying on other humans for buffs and support (also the priestess is much units ofc). Good frontline with Wariors who buff other humans, Priestess for healing and defence, Mages of AOE and making enemy take more DMG from humans upgraded to magic DMG. Marskwomen on paper are great enemy debuffers capable of even reducing enemy attack speed but for some cursed reason they are now a melee units that die withing the opening salvo of enemy ranged/AOE units, I can't reccomend this unit at all.
Elves are best combined with undead units upgrading to cold DMG and offering good wave clear with rangers and decent frontline with good Crown Control with Wardens as frontline and Keepers to soak enemy heavy hitters but they are vurnerable to AOE (which the enemy has a lot and tend to melt any squishy heroes in range). Assasins are unfortunate victims of enemy AOE and tend to die withing moments due to enemy AOE so it's hard to reccomend building them at all.
The dwarves offer support for demons since the upgrade to fire DMG. They offer the best frotline with Stoneguard which can eventually AOE soak DMG done to ther units, making them incedible tanks and a must have if your heroes die quickly, Goatriders are essentially goblin riders with AOe knockdown and weakening enemies to fire DMG, very good units if a bit risky with the charge straight to the enemy lines. Bombadiers and Pyros are the AOEs of the heroes roster with additional CC from Bombadiers with researched full. Entire Dwarf roster is good to use and has a important place on the battlefield, only a bit higher maintance since you need beer to keep them happy.
Heroes deathball: Heroes are quite more demaning in term of goodness(good version of evilness) to unlock their abilities but upgrading to a higher Tier (smithy building) is suprisingly cheap since you can upgrade any hero fairly quickly and very cheaply considering you can get a very beefy and strong units very early and the eventual deathball can very quickly spiral out of control once you can pump goodness to their abilities.
Tristan: while his abilities cost goodness too, they are very good and can carry you early to late game. You get taunt/regen that can protect your heroes before getting them to tier 2 from dangerous enemy units and you gget 2 different knockdown abilities and a base teleport like Thalia (you can use Tristans teleport to defend your heroe base and imiedately use Thalia's teleport to defend your dungeon, making defence much easier since both teleports include every units, heroes and creatures both). He's a very good leader for the overworld faction and a very welcome for every phase of game.
Tristan and Thalya banter: Honestly there is not much to say. Both are unhappy with their cooperation and are unafraid to voice it (though Thalya is always more on the offence and Tristan barely gets any chance to roast his stepsister though it does fit his established character).
Heroes spells:for quite cheap you get the most important spells: DMG boost and healing, movement and attack spell and a very cheap summon unicorn to harrass the enemy. Good, clear and easy to use.
What is new and a missed opportunity
Heroes maintance: to keep your heroes happy you need Gold, Gobler and Dwarfs need beer. That's it. Upgrading the production building provided decent buffs but only flat DMG from brewery and HP from Goblers I'm not exactly sure how it works since I don't see the increase (since it saying +% per consumed Golber/Beer but maybe I'm just blind)
Overworld base defence:You get towers. And only the basic ones: Platform for your ranged units, Arrow, Cannon and Shock. Any futher upgrade only gives range, HP and such, the towers stay same and basic version, not the cool and beefy that the enemy bases have. Furthermore, with dungeon traps you can create a true kill zone labyrints where you can grind even full tier 3 parties well before they can even reach the end of the trap zone. Towers offer nothing like that sinceyou hardly can create overlapping firing zones and often enemy ranged units can clear some towers before getting killed. Compared to how creative you can get with Dungeon traps Overworld defence building both feel boring and lackluster (though it CAN be mitigated with good base placement like in mission 3 of campaing you can create thick tower walls that can melt almost any wave without any tower losses.)
Overworld base creation: This is more due to how restrictive the overworld actually is, the buildings are huge, your bases are very samey and there is little to no room for creativity the Dungeon base can offer. This honestly feels just that most effort went elsewhere and base building was given less attention than other aspects of the DLC.
Heroes visuals: This is mostly a gripe with tier 3 heroes: all have this pink glow. In Dungeon 3 enemy heroes very VERY visually distinct. For example novice wa just man with a stick and a robe, Wizard had a blue hat, was older and clearly different from Novice and Archamge had magnificent white/gold robe. Warrior went from basic armor, to full blue play to full ornate gold plate. Every hero tier was obvious how the upgraded from basic begginers to seasoned creature killers. Your tier 3 heroes have this pink hue and thats it. From tier 1 to tier 2 there is a significant color change but tier 3 for all units start to blend together no matter the heroes faction. Just feels like a missed opportunity.
Gutted creature roster: to make way for 2 heroes research trees (base+individual heroes) you only get one creature dungeon race you you better know what you are losing when you do: losing demons you lose some of the best DMG if the game and one of the best CC in the game and farily cheep to recruit, with Horde you loose very adaptible race that can pull through for early to late game both, and with undead you loose your invincible wall of griding the enemy (though undead requieres high investment before hitting critical point where you can kill any enemy with undead alone).
The campaing: honestly the campaing feels like it was supposed to have been a part of a bigger DLC. 3 missions are just too short considering how it ends on a more open note rather than Dungeon 3 DLC which started and ended as it's own contained stories. Though the mission themselves are not bad at all and can punish you quite quickly if you underestimate the enemy. The final mission WAS fun but really didn't feel like it SHOULD have ended there.
It's not a bad DLC I would say but the problem is that the previous DLC was much better. That one built on the already solid foundation with new traps that offerred new ways to defend yourself, new hazards that offer unique astetics and fun ways to build your base and the campaing was longer and more solid with clear goal, opponent and fun missions. I would reccomend this DLC but I would advise to wait for a sale of some kind, it's not a must buy like The Good, the Bad and the Evil or The Clash of Gods lof Dungeon 3.