If progression is driven by need, why is there not a budget-hungry 'raid stat' that only provides benefit inside raid instances and keeps those drops more sedate when taken out into the open world? [...] PvP gear has its own stats to protect its environement from outside gear coming in and dominating. PvP power/defense also drain budget from those items so that it's not the optimal open-world gear.Lots of games have tried PvP stats (for example, World of Warcraft's now-defunct spell penetration and resillience), but I've never seen the equivalent for raid gear. It's definitely a band-aid on a game with innate design and balance issues, but it does seem to solve the problem of overgeared raiders trampling the open world. What do you think: Should MMOs have a "raid stat"?
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