Anyone who has participated in Mastercrafting can attest to the out of sync failure rates. These failures have become so much more punishing with the introduction of tier 5, the resources returned on a fail are brutal to say the least.
There are 3 tiers of success, currently you have an outright failure, a moderate failure and a success. Using 3 epic tools and 1 forgehammer grants the crafter a 75% chance to succeed and a 25% chance at a moderate failure. I propose the 3 tiers be a moderate failure, a success and a spectacular success where you not only craft the item but your high degree of crafting proficiency allows you to craft the item with less resources than usual, returning some of the resources normally required.
This would eliminate the drastic cost of failure and would actually greatly benefit anyone who crafts items for their friends and guildmates. The entry cost for Masterwork would be mitigated slightly and helping others would be rewarding. As it stands right now crafting for others is hit or miss, a friend who hands you hundreds of thousands of AD worth of resources has a 25% chance to walk away with less than half what they handed you. With this adjusted system the friend who asked you to craft an item would always walk away with their item and the crafter would have a decent chance of profiting off the transaction.
I don't know the names of the developers in charge of the crafting system so I can't tag them, but I really hope they read this thread and take a few minutes to sit down and think about this. Why punish the players when you can find a way to reward them? There is enough failure in real life. We could really use to have less of it in our video games.
Neverwinter Module 6: The only MMO expansion in the history of MMO's to remove more content than it added.