I already ansvered this question earlier on in the thread with quite over simplified examples but if you have questions conserning it you are free to scroll back up to my post. I'll give an over simplified example again. Difficulty in 40-man raids tends to come from executing a tactic as one group In raids you have 40-players with you. Lets now say that the 40-players have to avoid boss ability called "Fire on the ground to weed out the noobs". This skill is targeted by the boss on every player in the group and it will land where they are standing when the ability is casted. It will have 3-second trigger time during wich you will not be damaged by the ability. Now this means that the "insane hard" ability needs 40 persons moving from A to B right? Well what happens now is that 40 persons have to move from A to B, but what happens when everyone moves in to different locations? There is alot of As created everywhere on the room, and you do not want to end up in to scenario where someone can not move in to B without walking over someone's A. In order to counter this kind of a "group difficulty" or "Mechanic" you might need to have more health on your gear to give you room for error and also higher DPS to be able to do the boss fight with few persons doing their job wrong and dying. In 5-man groups the difficulty might come from having only one healer, only one tank so in order to clear mobs before boss you will need more Crowdcontroll in relative amount compared to the Crowdcontroll used in 40-man raid. Boss abilities will still include mechanics such as moving from A to B, but because the smaller amount of players in the game same time you have vastly increased amount of space and freedom for movement. In order to make these 5 man bosses harder, one might need to change boss abilities so that instead of the 3 seconds of reaction time given to you in 40-man raid the game only gives you 1.5 seconds before being damaged first time, three seconds and you will be dead no matter what amount of health you had. This means that your gear doesn't need more stamina or damage as if you fail in executing the tactic right you WILL be dead regardless of the amount of health you have. This could then make gear wich gives you +movement, +roll distance, +jump and double jump heigh, +roll speed and other movement stats being better than absolute amounts of stamina. Also because of the increased amount of crowdcontroll needed, stats that reduce crowdcontroll cooldowns, increase their duration or give niche moves such as "Removes your damage over time effects from the crowdcontrolled targets" best in the content you do. For solo content same goes as it goes for 5-man. You can make triggers and damage amounts even more ruthless cause you do not have to worry about someone elses performance. But there can also be relativelly soft hitting abilities that can take your health down slowly requiring you to be able to cast your self stronger self heals. Also some of the solo content might be jumping puzzles, timed runs and what not. For this kind of a content you would ask even more movement, especially jumping height, longer rolls on shorter cooldowns on CC and also stat that gives you +self healing. Of course on timed runs one might argue that the DPS from Raid Gear is vastly better than the gear for solo gear. But what happens if the design of the timed run is so that you are running on a little road on the side of a mountain. You have pack of monsters infront of you and two options to deal with them; Either you CC them off, use fast forward roll, then a higher douple jump to get over a fall behind the mobs and completelly ignore the mobs or you can brute force your way trough cause you can not make the jump and kill the mobs with Raw DPS, pulling a lever to operate an elevator, losing in speed to the jump and the roll but still doing it. Boss mechanics would require you to have the equal or higher amounts of ability to move from mechanics as the 5-man but also a very high stacked +selfhealing modifier. This would create unique armor that is best for the gameplay they are used for, but also usable in the other content of the game but just not perfect for it. I understand my examples were very much oversimplified, and some of the examples weren't even that good. But I am only one gamer with mediocre imagenation, I am sure carbine developement team can collectivelly come up with alot better stats, challenges and item bonuses than I come with. Tldr: You need to step out the old idea that DPS and Stamina are the only stats you require. This is a new game with new game engine and they can do so much more if they just have the imagenation for it. Edit: Trying to weed out typos, English ain't my native.