The ideas behind DA2 were nice. A more personal, smaller scale story, a more relatable protagonist, staying in the same city for years and seeing it change over time, have the Mage vs Templar conflict go full steam ahead.
The execution was decidedly less nice. It was clearly rushed, re-used assets like it was a freaking Unity Engine indie game, had several plot holes and events that made little sense, didn't actually change that much in-between timeskips, had abysmal encounter design, and worst of all negated the player's choices several times.
In an RPG.
I'm sorry, you can't do that. If you want to be like Spec Ops: The Line and make a linear story that berates the player for playing a linear story, fine. But player choice in an RPG is paramount. It's what holds the entire thing together. Having a moral to the tune of "well, you actually didn't change anything. Sorries!" is a terrible way to design an RPG. You can make those choices backfire, certainly. That's very cool. Or have there be no clearly better choice, yay. But make them not matter, and almost seem to even rub it in the player's face? Nope. You lost me, game. I'm not interested anymore.
I actually thought other parts of DA2 were good; the visual design was (overall, sans the freaky elves) a step up from Origins's brown blandness, the characters were fun, and I actually liked the combat system a lot in the end, even if it was hamstrung by the encounter design and console-centric controls. But that bit of writing still annoys me.