1 Want to hear something funny, your description of combat in DA2 pretty much matches with my experience in DAO. Also, I am somewhat confused by the argument that one of does need to ponder on character actions and positions in a game where the enemy can suddenly land directly next to your mages.
2 Also, I am somewhat confused by the argument that having a complex tactics system removing the need to micromanage each action by a character makes the game worse.
3 Again, confused by this argument, not just by the fact that I almost never needed that strategic thinking to pwn basically anything the game threw at me
4a.) First, DAO has a set equipment system, which means that the gear you find at early point will continue to be much better than any of the other loot, meaning that most of the loot is useless as better equipment unless you are a packmule finding stuff to sell.
4b.) Besides, didn't your first argument go about how you need to microchoose every action? So how does a point in tactics help with that? And don't you get more tactic points with levels in DA2 as well?
4c.) And man that complicated DAO system where you have to choose between two stats to put points in to as opposed to DA2, where... you have to choose between two stats to put points in to? And even that's not true, as for example in DA2 the two-handed warrior approach is made much more efficient by putting points also in to Cunning and increasing a critical chance as opposed to DAO system where two-handed warrior is almost useless in most combat situations compared to two-handed or sword-and-shield warriors.
4d.) Oh, and there was also mention of the character development where you have to choose one skill in a linear skill tree as opposed to that dreary, simple system in DA2 where you were able to improve existing talents and had much more breaching choices in how to develop the character.
1.) If you're suddenly surrounded by goons that's not your fault that TERRIBLE game design. Look up the top 5 problems with DA2 then come back and re-read my strong points and weak points about both games. I'll do you a favor. Enemies falling out of the sky or just sprouting out of the ground is number 2, right behind repetitive dungeons. So yes you might like that, but most people don't and see that as a huge flaw.
2.) To actually harkens back to what you said in the beginning. "I am somewhat confused by the argument that one of does need to ponder on character actions and positions in a game where the enemy can suddenly land directly next to your mages" When I got into RPGs I enjoyed it because of that very reason, Trying to out think the AI. So yes positioning, strategizing in general how i could most effectively win the encounter long before got underway. I've played all three games a lot, but only DAO stands test of time in that you can plot before hand as oppose to respond during which DA2 and DAI are stuck doing, the later more so because of your limited options as oppose to sudden encounters, or lack of strategy in DA2. No offense but if you dont like to think about your situations I'm curious as to why you got into RPGs.
3.) You kind of weakened you're defense here. You basically admitted that the game required little to no thought, which is exactly what I implied, lets again talk about what a game should be, something you can enjoy, and challenging. If its something you enjoy but isn't challenging then you're only getting half your money's worth in my opinion.
4a.) That makes no sense to someone who has played the game in depth. The loot dropped is scaled to your level, ie a level 2 warden finds gear usually expected to be useful around his level, also only certain enemies usually scripted ones drop set equipment ie this chainmail X enemy drops is always tier 3 with the same bonuses. Also the equipment system itself is more rewarding simply because of the aforementioned scaled to level, and even if you don't need it as you mentioned can be sold for actual significant value, that's not a flaw that's a boon even in game it makes more sense to a loot the guy with the good to decent equipment and if not needed sell it for money in order to buy what you do need, as oppose to kill enemies by the score and find pieces of rope and some a broken pipe and sell it for a few coppers, trust me no one is walking down the street looking for broken pieces of glass to sell.
4b.) If you like you can click my name and look at my post throughout the forums and see my rallying cry on "giving us back control of the actual game/characters" I'm pretty vocal about this, what you see as micromanaging is something most RPG vets consider being in control or actually role playing. How can you call it a RPG if the only thing you do is pick an dialog tree and in combat press one button, until one of your special abilities is available to use? Even the most basic JRPG gives you more options than that, and there entire genre was basic derived from a watered down version of traditional western based CRPGs. Micromanaging is not a flaw in a real RPG, it's a boon that allows you become more engrossed in the game because you control every aspect, if you fail it's your fault, as oppose to say "oops i used heal or my healing potion too soon, now i have to wait 50 seconds until they're usable gain, guess im going to die now, or even worse, simple tactics you would normally have had set up in DAO can't be done in DA2 simply because it would actually make AI controlled allies look smart."
4c.) Wrong again, while i used Wynne as a example, i used the most basic of basic choices. You could take a mage a put every point into int and dex from the moment you get them and they are still available character in more ways than the rest of the series combined. Let me explain, while DA2 allowed you to select stats, they made it very clear that they wanted each class to focus on more than 2 stats, meaning every rogue was a carbon copy of the next stat wise, same for warriors and mages. However in DAO like i said while class had their primary stat in regard to what they needed to for gear or weapons suited to them you could put points into other stats and in most cases still have a viable character. A mage who has high int and dex can take arcane warrior and equip a bow and deal rogue-like damage on their basic attacks if not more so basic attack wise than a rogue as most rogues don't usually go for to much strength, not to mention casting spells and holding up their original role just fine. Same mage could spec himself to be a strength/con character and use shapeshifter to be a tank/dpser, (options that you will never see again in the series), a Rogue could spec himself to be a Straight Strength/Con a play like a dps focused warrior, or he could spec himself to be dex cunning and be a awesome sniper crit rogue, can spec himself to be a str cunning rogue and be a combination of the two, could spec himself to be cunning con rogue and just keep a bare minimum dex or str for gear and utilize which ever specialization best optimizes cunning for damage and bam still awesome, in fact im sure its a rogue skill that switches cunning for strength when dealing melee damage, see where im going with this, Actual control over your character is greatly missing from the series after the first game. You can actual BUILD your own hero the way you want it, and in most cases it'll work and no it's not complicated unless you can't read simple descriptions and make a informed decision on how this must work. They took that out and a lot of people didn't appreciate be cuddled like 5 year olds when it came time to play the next installment.
4d.) What you call branching skill trees is a joke and i mentioned it in another thread as well, they basically lobotomized certain skills and spread out there effects, or simply came up with nice additional effects but rather than just put it on the skill made you work to get it, that is not good gaming, its a weak mechanic used to fill out the game so they can say, "you have 300 skills to choose from." ... no you actually have 100 skills and 200 parts of those 100 that we spaced out to make you think you have a great variety of choice.