I thought that PB managed a very good combat system in Risen 1, which they abandoned in all their subsequent iterations. I don't think that I have heard a convincing argument for abandoning this system. Was it too challenging for average Joe without an awesome button?
You mean Angry Joe?
But no, it was not a matter of difficulty...Risen I had same issues, but was more
manageable, with more focus on few-er opponents and strafe than rolling around larger number of enemies.
They need to improve basic feedback that always lacked in their melee system...without it, nothing feels right ( see Skyrim mods).
Also big problem is telegraphing...( most) enemies attack too quickly for player to respond
and they stunlock the player.
On top of that, there is no clear order in group attack patterns, as they quickly ramp up on the player...reason why enemy "leashing" ( in other words, exploiting) is the only real, reliable "strategy".
They should decide on one option...either focus on single enemy oriented combat ( Souls, Severance, etc) with stat derived stagger system or on group combat, higher emphasis on speed and mobility, style of beat-em-up's, with
clear designed, order and rhythm in attack patterns of enemy
groups.
For what PB has always been going for ( more down to earth protagonist/setting/progression), first option would definitely be better.
Besides that, they could work on better implemented I-frames( Gothic 1/2 had probably some of the worst there is in action games), add more complexity beyond one or two basic combos, and tone down enemy damage sponges with some incremental variation in AI based on enemy "tiers".
It would be no spectacle, but still a fully functional and enjoyable system even if done on limited budget/outdated tech.