I always like to say that I enjoy RPGs in this order: Endgame > Earlygame > Midgame.
I like having to make the most with limited resources, abilities, etc inherent to early game. Also because it's the point at which you're learning the game mechanics and exploring each ability and how to get the most out of it. However, that interest and spark often dies once you go through it once, and in consecutive playthroughs it feels more like a chore.
The midgame tends to be a tedium of repetition of the tricks you learned to work best, usually you'll resort to broken mechanics or abilities that hand you free wins with barely a challenge, and harm your own ability to enjoy the game. If you find a hard encounter, you'll go elsewhere until you outgear or outlevel it, and in general the game needs to have a strong story at this point, or it won't stick.
Finally, endgame, which in a lot of RPGs is just an extension of the midgame. However, when well done, this can be used to offer players another way to stretch the limits of how far they can get with a predefined set of rules (ie, endgame can assume that the character is max level, well geared, and has reasonably easy access to most upgrades/potions/etc), and when a game does this in the form of optional boss encounters, areas, dungeons, when you can't outgear, outlevel or cheese those challenges, and it's down to playing cleverly with what you have and it's not a trivial walk in the park, that's when a RPG's combat is at its peak in my opinion.