This was my reply to something similar: In terms of loot, something really needs to change
I will also paste here:
See this is a rich get richer scenario anyways.
Player A is a 8/8
Player B is a 0/8
Lets say Player B finds a dungeon and goes in it. Player A goes in the same dungeon.
Lets say there are 1,000 tiles in a sprite world. Player A can easily rush, and finds 800 of the 1,000 because they entered late. Player B has 4 times less of a chance if they both hypothetically reach the soul-bound threshold. How is that fair, even though the first player is maxing for another character?
Ultimately, in this response, the OP of that thread said that depending on how many tiles you discover, the higher chance you would have for loot. This idea is relatively the same, and my response will also be the same.
As of right now, the game is purely RNG. The only aspect that is not is fame/exp. The system of RNG favors both veterans and new players. Why punish players who can not rush? With this system, a “new” player (and I am saying this as generally those are people who leech) will have to farm god lands to get enough potions to trade for better items, and max their characters. What if those new players are trying to do a sewer? Without a pet, Pally, or Rogue, there will be no way in hell they will be able to rush. Why should they be punished directly by another character?
I understand where you are coming from that you dont get loot sometimes and the leecher gets loot, but at the same time, you have probably tp’ed to an event that someone rushed to and got loot as well.