I’m sorry to hear that you’ve been getting the short end of the proverbial RNG stick. When you have enough people playing the game, this is bound to happen to someone. It’s crazy unlikely to happen this extreme but is technically possible. If it makes you feel any better, as you keep going, it will eventually balance out.
I can confirm that since the post which llama quoted, I have done way more testing on the system and it is actually doing very close to perfect RNG. It’s pretty expensive to set up a some atmosphere white noise sampling system or something to get real true RNG but it’s super close. In my automated testing I did an “unlucky streak” detection and I did get a couple really bad ones that seemed impossible. The opposite is also true though, I had a few successes at sub 10% success rate. This is really hard to get any of because you also have to get all the previous ones too.
Many non-multiplayer games will have built in detection for these types of steaks and adjust to make the system feel like what might be expected. We don’t adjust the RNG based on how many fails have happened recently. So each roll is independent of previous ones.
I know this doesn’t really address the main point of your post which is more the displeasure of using RNG like this at all. All I can say is that we are still planning on expanding the crafting system going forward. We are constantly looking at finding that balance of where gear upgrades come from. Recently we added t6/7 affixes which are loot drop only and then added a critical success for crafting. These are two small steps in what I think is the right direction.