Honestly, how much complexity it adds really depends on combat difficulty/mechanics.
For example, dealing with a Saarebas or a Blood Mage in Dragon Age 2 on Nightmare basically winds down to knowing exactly where and when they spawn, and immediately disabling/nuking them into oblivion before they have a chance to cast a single spell. If you don't do this, you'll probably have a party wipe. Even if you don't, it's pretty much a guarantee that someone will not survive. This is a pretty stupid way of structuring a "difficult" encounter because your survival isn't really based on an ability to adapt to changing conditions, but whether or not you already know the events of the encounter beforehand.
Having a combat permadeath system in a game like DA 2 would just be subjecting one's self to pointless misery at worst, and chronic save-scumming at best. Now I'm sure this is another one of DA 2's mistakes that will be erased in Inquisition, but I would still need to know more about its combat and methods of difficulty scaling before deciding whether or not this would be a worthwhile feature.





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