In DAO, the player needs to decide whether the time it takes to get behind the enemy (and the risks that entails - getting hit, the chances that the enemy or someone else moves in the way) is worth the expected payoff (backstabs).
Yes, and rarely was I worried about the enimies movements, becasuse of things like backstab were not used well by enimies.
And it's not even as simple as that. If the guy I want to backstab is currently fighting the dog, will the dog survive long enough to hold aggro while I make my move? Does some other party member have a tactical command that will trigger a knockdown or a taunt, thus changing the orientation of my enemy? These decisions are what make combat fun.
I agree, it can make it fun, but if the enemy does not have a "good enough" level of ability on their own it hurts it just as much as it helps(And I thought it hurt DAO in this department). In DAO the player had all the tools and it seemed that, due to the way the system was setup, that the baddies had a very mcuh limited setup against you, which made the decisions you are talking about, much more trivial.
If instead I'm reduced to choosing the thing that works best right now, with no moment-to-moment consequences, that's not an interesting encounter.
But that is how it was essentially delt with in DAO, rarely did you get punished for making a mistake, like you are describing. The changes they have shown, make me think that the AI, due to the changes, is going to also be able to take advantage of the same kind of tactics, which will, for me at least, increase choice in battle.
Again, I don't know whether DA2 will offer what I want, but usually when they point out something they changed I see more bad than good. The only things I've seen that I actually like are only good because they make something else i've learned less bad. The intent icons are good because they improve the wheel, but the wheel is still a disaster (and the intent icons make the wheel harder to fix). The unreliable narrator is good because it creates ambiguity, but the framed narrative forces us into a tightly gated path.
Laregely preference, but the tighter the path the more
story typically told. It does have a tendency to cut down on exploration, but if it comes down to exploration vs lore/polotics of the story, I'll choose the latter.