What aspects? IMO Gothic combat is not bad.
Again I already mentionied those briefly in the last page.
But of the top of my head:
-janky animations
-clunky movement
-simple enemy design
-backing up trivializes parrying
-enemies are very susceptible to stun-locking
-not much to master
-clunky controls
-weak game feel
Gothic combat is faster and far more brutal than modern games.
It's really not.
No way in hell it's faster.
Neither more brutal.
Even when G1 came out in 2001, that same year saw the release of both Severance and DMC1. Both games harder than Gothic (and considerable better combat migth I add). And now, with challenging games kinda being in fashion, there have been many punishing titles coming out. Damn back in the Age of Decline (2006-2014), we got some tough games.
You need to try more action games.
No Gothic game is "slow phased with high attack commitment". Gothic is IMO more similar to Diablo 1 where you kil land can die pretty quickly. And guess what. Stamina bar should't exist in both games.
Well given how the melee combat isn't faster paced than Dark Souls, Nioh or For Honor, then like those games it is slow paced.
Then since also like those games you can't cancel your swings, it is high commitment.
And a Stamina system, when properly done (best examples are Nioh and For Honor), is an excellent addition to this type of melee combat.
No, have a amazing armor, use cover of the scenario at your favor
Using cover falls into the evasion category, and armor into the defence one.
So it's totally possible to deal with ranged characters with melee builds. The For Honor's combat system wouldn't make any of these things impossible.
But lets be real, when you had ranged vs melee, ranged almost every time won.
Enough with the realism nonsense man.
In a game, specially in a RPG, if the player's current playstyle makes it completely impossible to deal with X situations by any means (be it through force, speech, stealth, exploration, environmental manipulation, etc...), that is simply bad game design. Realism doesn't fucking matter.
Sure every tool for the rigth job. So where X playstyle shines, Y playstyle must sucks and vice-versa. But both X and Y should both be able to complete the task even if the results aren't in any way ideal. The only exceptions to this case is if the piece of content/quest is meant solely for Z playsytle and the game locks players playing as X or Y to partake in (think for example guild quests, were they only let classes associated with the guild to join in).
This is what RPG's are about after all.
So for example in this case. If a player was intent on playing a melee only character and the game would present him with situations where his playstyle is totally useless and the only way to progress is by compromising said build, then the fault lies in the game and it's systems.
Look. I am not saying "fuck immersion", but that it shouldn't be a road block proper game design.
"Realism", or making the game grounded, migth be fastest way for a game to achieve an immersive quality, but it is not the only way.
Gothic is more a CRPG than a ARPG in one aspect. What i mean by that? Whell, you can defeat Manus as a SL1 guy on Dark Souls 1. Will take a lot of time, effort and skill but you can, because player skill > char skill on ARPG's. On CRPG's, is different. If you have 10 STR and a poor knife, you will deal NO DAMAGE in a Orc Warrior. On Gothic, your char skill is more important.
And that's why Dark Souls ain't an ARPG.
Because in ARPG's (like Deus Ex) the player skill = char skill.
And Gothic is an ARPG, as it does obey to this rule given that char skill isn't a garantee of sucess if the player lacks skill and the inverse is also true.
And again, Gothic's combat system is that one of an hack 'n' slash. So it makes perfect sense to examine it's mechanics (controls, movement, available moves, animations, purpose, feedback, enemy design, game feel) as one would an hack 'n' slash.