ArchAngel if you find a CRPG of the last decade with better combat than D:OS or D:OS 2, please tell me, I want to play that shit
Age of Decadence and Dungeon Rats. Having said that DOS 2 is great so far (I've just escaped Fort Joy) but it's a shame that the speed is as slow as in DOS 1 (for fights and walking, it looks like slow motion).
AoD is v.cool but nah, the combat is not even close to that level imo. But indeed it's the closest competitor and that speaks volumes since it's still pretty far off.
Underrail is what others will say which is again very good combat wise but still not in such a level
What really holds back those two from being as good as D:OS 2 combat-wise is the lack of party/squad combat. I have hope for The New World in that regard.
Other than that, yeah, not many RPGs out there have combat that fills all of the checkboxes like this one does. Turn-based? Check. Squad-based? Check. Environmental interactivity? Check. Variety of spells, status effects, buffs, moves - not only offensive/defensive but also utility? Check. Movement cost feedback? Check. Proper positioning system(e.g. non-blob)?Check. Varied encounter design? Check. Challenging encounters? Check.
You'd think it'd be a simple matter to get all of those things right at the same time, but the fact is precious few RPGs do. That is not to say there aren't a lot of RPGs out there with great combat, there are. But oftentimes they are so despite some major flaw, such as being RTwP or using blob combat. D:OS 2 shows us, perhaps for the first time since JA2, just how good RPG combat can be when it gets everything right.
Granted the first one also had most of those things, but IMO fell behind Underrail and AoD due to the lack of challenge, which neutralized many of its advantages. But now that has been rectified. If there is anything that could make the combat better at this point is maybe a system of aimed attacks a la Fallout, and maybe hexagonal-grid positioning where the direction you are facing counts for more. But at that point you'd just be nitpicking. Oh and of course, even more challenging and varied encounter design, because one can never have enough of that.