I am ONLY talking about the lack of thoughtful spawning of enemies WITHOUT any animations!
The animations you state are correct and imo good.
The appearing of Bhaalspawn out of thin air makes this feel weird and unsatisfying.
The second issue: The overall battle-tide gameplay is imo not befitting for a 4-Man-Battle-Group!
For BG 1+2 it would be fine, because your rear would be defended by a Cleric and/or Warrior.
But here - like you stated- you have a frontline and a backline; but the backline isnt working because of
the -almost always- spawning enemies, that attack from behind.
For clarification: I have
NO problem with the battles. Im not frustrated, because I loose because of this.
> I am pointing at the unimmersive and weak design of the battle-system
When I say "OH! 6 Darkspawn appear suddenly around my Mage!"
I mean it! I do not mean: "Damn this Darkspawn are raing me!"
The tactics you say are true and I think it is obvious, that in DA2 the enemies cant go so easily and bypass your Warriors, because of the "Dashing" of the Warriors and Rogues, plus the overall Knockback, dependend on your Strength. Its a huge improvement! But its still a flawed gameplay imo!
About D&D and DM's: Im not talking about tactics and challenge -again XD- but about the atmosphere.
Doesnt it feel "unrealistic" and strange, that (intelligent) enemies ignore the imminent threat and risk their life, only because a distant foe has scratched you with a Magic Missile, while a 2h-Warrior stands before you.
Sure, a stupid Barbarian, a raging Berserker or a Construct would ignore; also a Fanatic who gets ordered to sacrifice himself for killing the dangerous Mage.
But using that always isnt intelligent.
And like this there are always the Battle-Tides in DA2, where you know, that a rear line will be ganged in the second round.
As another experienced RPG-Madmen you should remeber this fights:
- the hidden Warehouse in the Temple District (BG2)
- the Tavern-Fight in Waukeens Promenade (BG2)
- the hidden Side-Entrance of the Temple of Elemental Evil (ToEE)
this are just 3 examples, where you can block the enemy from ganging your squishy party members and
the battle is started from the beginning like a frontal chess-battle.
There is no wave-system or other gimmicky needed! Its just you outsmarting the enemy and examples like at Waukeen's Promenade show you the possible choice of you either waiting to gather a 6-Men-Party, or to battle them at the beginning only with PC/Jaheira/Minsc (and or Aerie depending on your choice), making it harder for you!
This is what im missing in the newer games!
This is what went missing the moment Bioware made Neverwinter Nights and KotOR!
And this became even less interesting with the successors (NWN2, KotOR 2 > DA:O etc.)
I played all the games and I liked them, but its nothing compared to the strategic depth of
i.e.: the Defensive-Spell-System in BG2
A shame that ToEE didnt become a better overall game, but I think THIS has one of the best strategic battle-systems from all games! (if you have another choice you can say it, im curious

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