1 - Items scale in power way too quickly.
This has several downsides.
Two levels up from when you get a powerful item, it's usually becoming trash that needs to be replaced.
Now, I should be upfront with it and stress I've never been fond of compulsive loot swapping even in games like Diablo.
Well, it works even more poorly in a party-based game with a finite number of encounters and an entire group to dress up at any level up. The amount of loot you'll have to "juggle" almost at any given time is more pace-breaking than rewarding, and it really doesn't help the game in an area where it's already fairly messy, which is inventory bloat.
Totally agreed. I was able to skate by finding things as they came... up until about level 11, when enemies at level 10 or 11 started being able to one-shot characters from full health because "things as they came" didn't come fast enough or good enough (0 points into Lucky Charm). My characters were wearing stuff several levels behind.
At this point I need to stop playing and craft up a bunch of stuff and sell a ton of things so I can get better gear and re-equip everyone. I'll probably have to sacrifice a lot of modifiers on gear too just for plain stuff with good armor values.
2- Randomization is YET AGAIN another weak point.
While I commend the effort Larian put on inserting more hand-placed loot in the game, it seems to me that they overlooked the major issue with it: a hand-placed item is meaningful when it stands out as remarkable, not when it's drowned in a sea of randomly generated ones which are more or less comparably powerful.
Yep. Hand-placed uniques don't have much impact when all loot very rapidly becomes disposable due to the power scaling.