The gargoyle boss needs some MAJOR fine tuning with the charge portion of the script and how it registers "hitting" one of the targets. The boss needs to stay in place but not act rooted when he does his charge becuase he starts spinning trying to find the closest in proximity which makes it a frustrating fight because it took people 10+ minutes to figure out what we were trying to accomplish and just stay away from the mob. It also needs to charge more often, remove the drunk stagger from the KB of the adds, can keep the blur vision because that is challenging enough because everything looks the same with it on.
Awesome encounter design, implementation falls a little short, needs to be looked at and fine tuned but i would like to see it hit live similar to what it is now.