Well, it really depends on what you hate about coloring: for instance, if you hate having to pick new colors and figure out what looks good where, you should acquire pre-made palettes and reference other artists' color work.
On the contrary, if you hate having to follow a pre-established palette and get bored just putting colors in places, you should give yourself more room to experiment; maybe even just pick random colors to play with in each new scene/piece.
...So already, two completely opposite pieces of advice that could either fix the problem or make it even worse, depending on who it's given to. And when: I've been both of those artists before. ^^;
And tbh, there's also the possibility that you're just not a 'full color' person, and your art will look better if you work with that quality instead of fighting it. ¯(ツ)/¯ Personally I can't relate (I like variety~), but each of these artworks still unlocked whole portions of my artist brain on sight (@kirin-no-obake, @ZalsNG, @pretty_purin164):



There are so many ways to work with monochrome/limited color palettes; even B&W alone has several different rendering styles to choose from. I'm not saying to give up on 'full color' immediately, but it never hurts to experiment, and finding a limited-color style you can execute well may help you build confidence with more complex color work, or help you build your own coloring style from the ground up.
So the issue that stands out to me the most in this illustration is the lack of direction...it's hard to tell what you want out of the colors.
Like, Goggles Guy's skin has a very high Value; it's super bright compared to the rest of the colors...even brighter than the whites of his eyes, making it feel unrealistic. Was this an intentional choice?? Because none of his other colors are anywhere near that bright...and Beanie Guy's skin has the complete opposite problem, feeling unrealistically ashen and gray...
But was ^that an intentional choice?? It feels like it could be; pointed ears aren't realistic either...but his skin isn't completely gray; there is a believable light brown in there that matches his similarly dull hair and eyes, and outfit...until you get to the bright cyan nails and bright orange pants and deep saturated reds on his shoes, and you start questioning your perception again...
So I'm gonna try an interpretation of what I think I'm seeing here:

So Goggles Guy looked like the more 'normal' one of the two, a design element I tried to accentuate by creating a classic 'primary color' scheme-- I'm not gonna explain that right now, let's just say orange=red, navy=blue, gold=yellow.
The next thing I tried to accentuate was that pale skin, which I didn't change at all; I just altered the surrounding colors to make it look more intentional. For example, making his hair pale as well, and brightening his eyes, and darkening his hoodie: all of this serves to create a space of cohesion on his body to contrast with his clothes, making both elements bring attention to each other.
Now Beanie Guy, on the other hand, looked to me like the more fantastical one-- I got the feeling that you were trying to make the neon accessories pop against his darker features. So similarly to Goggles Guy, I played up that contrast, making his skin, hair and shirt almost monochrome, and pulling the saturation and brightness way up on those more colorful details.
I also gave everything a cool hue, to create a sort of 'overall' cohesion for the color scheme-- gold becomes lime yellow, orange became neon green, red becomes hot pink, etc. Everything has a little blue value in it, making the colors all feel like they belong together, and making the design feel a little fantastical.
This is just one idea (and of course, I didn't even do the whole image) but I hope you get what I'm saying here. Effective coloring, whether you use a whole range of colors or just one, works to direct your eye to certain places, to help make the design readable and to accentuate the interesting parts. Whatever you do, do it with purpose, and you'll get a better end result.