So we've all seen the list of ways crafting is about to be dumb-ed down, which I have mixed feelings about, but there are other threads on that. My question is why they're attending to these things instead of the broken/obscure foundations of crafting, including really telling us what our stats are doing, the effect of the moon/day (if any), and my favorite, "RISK" which is the most ambiguous and potentially synth-breaking of them all.
We have abilities concerning Risk, but only assumptions as to what it does. The general consensus is that failing an action or nearing the end of the synth increases a hidden Risk value. We've all had the synth where the first action fails, leading to the next seven actions failing/unstabling/exploding regardless of actions/orb colors/waits, etc. This is especially frustrating during Guildleves when you make the same item over and over with 50+ durability left, only to have one or two of them fail before 50% progress due to an inexplicable chain of critical fails that seem not to take into account your rank, gear, stats, or abilities. And it happens often enough that it cannot be a fluke.
That this Risk value should overpower all your hard work in ranking up, gearing up, selecting your abilities, and making good orb-color choices is stupid and needs to go. Having your synth blow up due to a hidden factor about which we have been given ZERO information and only broken abilities to combat is unacceptable.
I realize there is alot of assumption in this post, as well as a lack of data, but this is a frequent enough phenominon for anyone who crafts regularly that i think many can agree that something has to change in crafting's foundation.