Originally Posted by
Enfarious
A nice fix, I think, for this would be to simply scale the drop rates with the number of mobs still alive in a dungeon. If 100% of the trash mobs are alive, there's a 0% drop rate for anything. Will people still skip sections, perhaps, but that reduced chance might be enough to offset the speed of completion with the chance of a drop.
Since now there aren't huge benefits of speed running dungeons, aside from running more in less time, if the drops scaled in a way that negated the extra runs per hour then time factors would be removed all together.