User blog comment:Mathmagician/Hard Mode Bosses Solo Walkthrough/@comment-4246239-20120108173621/@comment-4246239-20120109160347

Point taken, though remember how they added the Potion Sickness debuff in patch 1.0.6 to make the bosses back then actually require effort to survive, even if the players' fighting them were loaded with Healing Potions? I'm thinking that, given that past decision, they MIGHT be inclined to remove these exploits as well (though they may also tone down the bosses' HP and attack power to compensate).

As for how they'd fix these problems, I'd imagine that it wouldn't be THAT time-consuming to implement. I've seen a few people on the official Terraria site's forums brainstorm some ideas as to how to fix these problems, some of which looked like they'd require minimal tweaking of game mechanics and/or wouldn't impact the game significantly while still getting the job done. Examples of ideas that I've seen being proposed included disabling statues whenever a boss is present, or having multiple sets of invincibility frames for different damage sources (such as environmental objects, common mobs, bosses, and players for example) instead of just one universal set.

Ultimately though, it'll be up to the developers as to whether they'd want to fix these "problems", or what their "solutions" to these problems would be. Personally though, I hope that they won't remove the invincibility frames altogether, as that might make it difficult to survive against common mobs in the process.

By the way, I've always thought of these hardmode bosses as being more like the equivalent of superbosses (optional bosses that may be more difficult to defeat than even the final boss) from other games, like Sephiroth, Kurt Zisa, and Phantom from Kingdom Hearts. Unlike with past bosses, including the Wall of Flesh, they really do seem to be designed to put players' skills to the test, especially in terms of planning, preparation, and dodging.