"Another wave!" So simple that placing enemies is not even a consideration.
Jokes on the side, though, DAO did not failed to deliver something it was not intended to do. It was only intended to be a better version of Baldur's Gate - more responsive, with more options, better path finding and so on. It was too slow for the console crowd, however, hence the changes in DA2. The innovative use of the AI customization would make things faster naturally because you would need to pause less.
That said I actually like combat in DA2. If they only had more time to make better arenas and better enemy placement... Also everything was straightforward: armor, weapons, spell trees, items. I liked my heavy armored mages and party of archers that I could build in DAO.
But there is something to be said that the decision to make everything more accessible was actually a sensible one, since the franchise grew a lot, and would not have lost too much if the rest of the game was better. I am not condemning the combat - I am quoting the developer and saying that it was different than DAO.
DA:O was so mechanically different from BG2 that the comparison is silly. DA:O was intending to have a similar feel to BG, just like ME tried to have a similar feel to KoTOR. Both are "spiritual successor" games. Bioware looked to a lot of sources in creating the combat system. If you were actually around leading up to the release to DA:O you would recall the series of explosive and highly critical posts accusing DA:O of amount to a betrayal of everything that made BG2 good:
1) Regenerating health/mana rather Vancian casting, which both dumbs down combat and removes any strategic choice.
2) MMO-like ability on level up rather than D&D style (largely) set ability scores.
3) Cooldown that allow for ability spam instead of tactical per/ecounter or per/day type abilities (cf. POE).
And that's just the tip of the iceberg.
There were a lot of very clever and very good changes on the mechanics side from DA:O to DA2. People obsess over the poor encounter design in DA2 (waves!) or the artstyle (hot rod samurai!) without every looking at the mechanical innovations over DA:O. Everything from the abilities, to the trees, to the unique type of spells and CC (e.g. force mage), to the cross-class-combo system, was quite mechanically clever. There were issues, which makes sense since we got DA2: the Alpha Release instead of a proper game, but it just frustrates me to see a lot of clever design fall by the wayside and not get a fair shake.





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