This is a repost from my reddit post, found here.
TLDR: Ditch the current anti-farm code and leave drops alone. Instead, give players a debuff that stacks based on how many mobs of the same type you kill. This debuff makes mobs of that type gain a boost every time they attack you, the more stacks of the debuff you have the more powerful the boost they get per attack. This means content gets harder as you’re repeating it, meaning better players can farm the same location longer.
Long Version:
It’s pretty universally agreed that the current anti-farm, in the form of diminishing returns, sucks. To clarify for people that haven’t kept up with the updates, and so everyone is on the same page, there are currently three types of anti-farm in the game:
1. Killing a certain (large) number of the same type of mob in a short time reduces their drops, sometimes all the way to dropping nothing.
2. Completing the same path of an explorable dungeon multiple times in less than 30 minutes results in greatly reduced gold rewards. In addition, dungeon rewards are worse all together after this update (not entirely sure if this is intended).
3. Completing multiple DEs in short succession results in greatly reduced rewards.
In short, if you farm in a place with lots of DEs involving mobs of the same type (i.e. Orr) you lose. In addition, if you’ve found an efficient way to farm a certain path in an explorable, you’re punished with less gold rewards (also, lets agree that the <15 minute completion was broken to begin with and its difficultly should have been increased regardless of other explorable dungeon nerfs).
Basically, as the argument has been made in just about every post on Reddit about these changes, Anet is preventing us from playing how we would like by denying rewards.
My solution to this is not to deny rewards, but instead increase difficulty of content as it’s repeated. To do this I suggest a stacking effect (or debuff) on the player based on the types of mobs they’ve killed. Where the current anti-farm code says “If you kill X number of Y mob in Z time you get no more loot from mob Y”, I say provide a debuff to the effect of: “If you kill A number of B mob in C time you get a debuff for D amount of time”. If you kill an additional A number of mob B in C time the debuff stacks a second time, and so on. This debuff causes mobs of type B to gain a boost when they attack you; the more stacks of the debuff you have, the greater a boost they get each attack. The debuff would not be removed by death, relogging, or changing zone; you have to wait it out, similar to the current anti-farm.
For example (and remember, these are pretend numbers; I don’t think they’re balanced):
>The debuff for Orrian mobs triggers when you kill 100 Orrian mobs in less than an hour, and lasts for an hour.
>I run around Orr doing DEs, killing the massive number of mobs in the Orr DEs. In 15 minutes I kill 100 Orrian mobs. This meets the condition for the debuff, so I get 1 stack of the “Orrian Killer (1)” debuff. I continue running DEs, and kill another 100 Orrian mobs, but this time it took 20 minutes, because the mobs fighting me are tougher due to stack one of the debuff. This meets the conditions a second time, so I gain a second stack of the debuff (“Orrian Killer (2)”), and it’s duration is reset to an hour. I then kill 99 more Orrian mobs in 25 minutes, and take a break from killing Orrian mobs to go to the Human starting zone to kill Bandits. Because Bandits aren’t Orrian, the “Orrian Killer (2)” debuff I have does not affect them. I kill Bandits for 35 minutes, so my stacks of “Orrian Killer” drop off, and I’m free to kill another 100 Orrian mobs before I gain the “Orrian Killer (1)” debuff agian.
I suggest the actual effect of the debuff be one of two things: Mobs of type B gain some % more damage and health when attacking me, possibly stacking per hit, or Mobs gain a random boon or cause a random condition when attacking me (possibly as a chance on hit, or every X hits). In either case, the more stacks of “B Killer” debuff I have the greater the intensity (larger % damage/health or more boons/conditions).
Continued on second post because it’s too long.