There's obviously some friction going on right now with respect to Disenchanting (and subsequently Enchanting) for various reasons. I have had these thoughts for some time about it...
If the desire is to make the process of finding magic item drops from named mobs to Disenchant less painful, a potential solution to this is to allow each item that any given mob can drop to actually drop (much like their common, either zone-wide, area-wide, or mob-type-specific). These would never cause multiples of any unique item to drop, but for instance if a mob's drop table looks like this:
- RARE ITEM (2% chance to drop)
- UNCOMMON ITEM (18% chance to drop)
- COMMON ITEM #1 (40% chance to drop)
- COMMON ITEM #2 (40% chance to drop)
... what would the harm be in allowing EACH of these to potentially drop per kill? As in you could get both of the COMMON ITEMS to drop at the same time, or one RARE ITEM and one COMMON ITEM drop at the same time (and obviously if extremely lucky, all 4? If you wanted certain items to truly be rare (rather than just a "rare" drop), make those drop rates lower... but this would cycle more magic items into the economy that will end up being used to Disenchant/Enchant, be traded off, or sold to vendors.
Without adding in other ways to get magic items for Disenchanting, increasing the volume of items that drop and the frequency at which they can possibly drop are the two ways you can raise the number of items in circulation at any given point in time, so why not have a roll occur first that determines whether 1, 2, or 3 (if we are being that nice) items drop from the named table, and make that look something like this:
- ONE ITEM DROP (88% chance)
- TWO ITEM DROPS (11% chance)
- THREE ITEM DROPS (1% chance)
... and obviously tune em out to whatever feels good. Obviously for mobs with only 2 items that can possibly drop, the initial roll would only have either one or two on it, and two items dropping would have to be rather rare such as to ensure that the item is kept actually rare, if that is the plan for the item (rather than, again, it just being a "rare" drop and not actually rare).
There would have to be a little better math to keep rates for items that should actually be rare rather than just a rare drop than the rough business I suggested above, but the concept would alleviate some of these Dis/Enchanting growing pains at the very least.