I’ve thought about this and I’ve decided to ask because one of the major things I deal with in day-to-day life is the complexity of working with vagueness. I hear a lot of people say that the loot is not interesting but when pressed they just never answer what interesting loot actually is. It is, as though, they know what they don’t want but do not know what they do want.
I also find that the term is used often, ‘interesting’, but probably doesn’t have a universal meaning and I assume some versions of this opinion are even exclusionary to others. For example, if you asked me what interesting loot was I would say that it is loot that has high values on it’s rolls, a more direct impact on the playstyle, and fits a very well defined niche-type gameplay. This would be closer to armor sets. If you asked someone else I know they would answer that they want to have a deep character sheet alignment (think Grim Dawn) where getting every affix that matches your main attacks or strategies is exciting and essentially getting the stars to align is lovely.
These do not go to together in the same game.
But one of the core problems of this kind of language is that not only is it vague (and impossible to take as feedback because no one can read your mind) but it is also evasive. If someone says that you’re boring but Carlyle is fun and yet you and Carlyle are literally the same person with the same construction but when asked why they just say something else vague such as, “Well, you know, he’s immersive and you’re not.”, there’s naught to do. It turns out that putting the onus on anyone else to fix a problem that you can’t communicate clearly is unfair logically but not emotionally.
I’m even more interested if you think that older games like Diablo 2 have more “interesting loot” (bonus points if you’ve played D2R lately and can give examples) because truthfully I do not see how it is any more effective or any deeper in any way. The enemies are more varied which might indicate a deeper character sheet but otherwise I just don’t see how it is fundamentally or mechanically different in any way (presuming you don’t miss Magic Find) aside from being rarer.
So the challenge is simple: Explain in terms that are actionable what you want to change?
“I want the loot to be better.” ← not actionable
“I want the loot to have more affixes that align with skills, higher affixes for those affixes, and for all affixes to be able to roll on all gear by type (armor / accessories / weapons vs. individual affix pools for helm and pants and gloves etc.) please.” ← actionable.