dear Larian people, for future games/expansions you should definitely consider the idea to switch to properly designed/hand-placed loot for each area, leaving randomness just to the so-called "trash loot".
the problem with this approach is that there isnt much player customization, devs would just put the plate for warrior cloth for mage forcing a fixed patch
its not better in the end
Well, actually an ideal scenario would be one where you wouldn't just have *a* plate for your warrior, but several different ones, tuned to be
slightly considerably different but more or less of equal value, just to suit different builds. And so on for each class.
And let me repeat what I posted elsewhere (and yes, I'm essentially quoting myself, which I realize is a bit impolite but since I'm arguing the same topic across different boards...)
What really surprise me, every time the itemization topic is argued, are people who try to claim that randomness does incentive "replayability", when in my personal experience it's always been the opposite.
When I think a RPG is good enough to deserve a second playthorugh, the last thing I want is the "thrill" to end up with an entirely different itemization and having to improvise from there, honestly.
In fact, on the opposite, I love to plan ahead things like "I'm going to build a party where the warrior uses weapon X and the cleric weapon Y" (i.e. BGII/ToEE) or "I'm going with a dex build based on that weapon and that armour" (i.e. Dark Souls), maybe even having it as an influence on the order I will address content.
Games like TES or Borderlands, on the other hand... I always feel like I got nothing, as "special items" don't feel special at all; to me they feel just like a foggy blob of random crap that can happen in your hands anywhere, at any time, by mere chance.