The problem with loot is not the amount available but the distribution of this amount
Let's do some simple math/probability comparing the old and the new loot system.
1 simple example : a TH10 attacking a TH9 focusing on the storages ONLY, forget the collectors and for simplicity, forget the loot penalty.
old system: The percentage of gold/elixir that can be stolen from storages is 25% and is capped at 198k. So it is almost 'independent' of the amount available. 1 million in the storage = 198k available; 5 millions in the storage = 198k available.
new system: percentage is capped up to 400k according to the storage amount. 1 million in the storage = 100k available; 4 millions or more in the storage = 400k available.
So the big question is : how many players have 4 millions or more right now in their storages ? Because :
before if you imagine that 25% of the players avec < than 1 million in their storage and 75% have > than 1 million then your chance to find a 198k loot available is simply 75% = 3/4
but now if you imagine that 25% of the players have < than 1 million, 25% between 1 and 2 millions, 25% between 2 and 3 millions and 25% > 3 millions, well, then your chance to find a 198k loot available (or more) is now only 50% = 2/4
So loot is out there but the distribution is completely different. More 'bad' loot around 100-150k and fewer 'good' loot around 200k or more.
Oh and by the way, there is a little poll to illustrate that if you want to answer,
thanks