Well, cRPG combat is not supposed to be extremely hard. I'm a combatfag myself and I am aware when combat is too easy, but it's not the ease of combat that is usually the issue, the issue is usually that the combat is unsatisfying. A very important distinction. Combat in a good cRPG should straddle the line perfectly between too easy and too hard. It should be average. It should be engaging, offer variety of method and a genuine threat of losing if you're incompetent or needing to work a few things out, but it should NOT be 3D chess just as it should NOT be button mashing the awesome button.
Satisfaction or lack of it is a very complicated matter. Some consider hack 'n slash combat very satisfying, but it's also very easy. You humiliate legions of enemies during single blows. Usually it's very hard to loose your character. On the other side we have soulslike games, which are very hard and demanding, but when you defeat an enemy who you were fighting for the last 3 hours, you get massive satisfaction boost. In real life.
You can try to balance the difficulty and find the mythical line between easy and hard, but the reality is that a lot of players will receive this as much too easy or way too hard. In the worst case you'll end up with something like Oblivion, where level scaling is pushed to an insane degree. Rather than average, difficulty level should be customizable, to suit the liking of most players. It's a matter of discussion how this should be achieved (there are a few ways to scale the difficulty on different levels), but if you target only the average a lot of players will be disappointed.