Originally Posted by Tuco
Conversely, in D: OS1 and 2:
- items range is insane. You start from weapons doing 3-4 damage to end game shit dealing 600 or so. That's a more than 100X scaling factor.
- You drop them constantly, they are randomly generated and stats are ever-changing. This means every time you kill some shit it will be time for a busywork of comparison in your already crowded inventory.
- The above mentioned item range also implies that every time you are finding something cool, it will INEVITABLY be obsolete barely a couple of levels later. While I'm not a fan of this sort of system even in games like Diablo, it can work there because you pay attention to a single character and loot is the whole point. When you are managing a full party of four characters or more, on the other hand, the frequency at which you'll need to compare items and the one at which you'll be asked to replace them become WAY too much busywork to keep up with in an enjoyable manner.
- The randomized nature of item stats and their random placement works actively to damage the reward system in the game, especially when you have god tier stuff dropping out of a random crate you inspected or popping up casually in a merchant inventory, while bosses drop useless garbage with stats misaligned for your needs.

I could go on, but these are the salient points on why I feel "Diablo-styled" loot has absolutely no place in this subgenre.
And I can't overstate how glad I am we are past it in BG3.

This bugged me a lot in DOS2 as well (though less in DOS1 because it had a much more robust crafting system, to the level where IIRC you could upgrade your gear on your own as long as you had enough materials for it).

By late game, you had attacks doing thousands of damage. Your example of 600 damage is actually mid-game numbers. Either way, the stat bloat becomes so insane later on that you start looking for weapons and rings that can increase your critical hit chance in order to keep ahead of the ever increasing enemy armor and HP values, and any gear that didn't boost it was not worthy of consideration by endgame. It was so important that the mods that allowed people to refresh shop vendor inventory instead of waiting one real life hour were generally considered must have by the more hardcore sects of the DOS2 community.

The devs evidently noticed this behavior so much that gear that gave critical hit chance had their bonus halved in the definitive edition.