As we all know the new strike missions have a hard enrage timer of 10 minutes. If we compare this to the first strike mission this is 2 minutes less. The thing that I liked about the first strike mission is that it is providing content on both ends of the player spectrum, the players that usually don't raid or people that aren't that good in the form of 5-10 man content, and the people that play the game on a high level in the form of solo content. Now the first strike mission was of course very easy, but I still saw alot of potential in strike mission regardless of that also because of the fact that it would add soloable content for good players.
If I remember correctly the icebrood construct had 11.6 million HP, which would require you to have 16.1k dps to kill the boss in time, considering that there are not many mechanics on that fight it is easily achievable on multiple classes. Now if we look at the Fallen Claw and Fallen Voice strike mission they both have around 8.25 million HP, which gives around 16.5 million HP in total. In the 10 minutes that you have for this fight it would require you to do 27.5k dps, while being under alot more pressure than for the Icebrood Construct strike mission. Now of course you are cleaving them for about half of the time, but it still requires too much dps to be able to kill it within the enrage timer.
If we look at the new strike mission that got added earlier today, the total amount of damage you have to do against Freanir and the Icebrood Construct is somewhere around 15 million HP, that is excluding the damage you'd potentially do against the adds that spawn. Again in those 10 minutes (of which easily 30 seconds are spend in invuln/phase frames) you'd need roughly 25k dps to kill the boss in time (26.3k if you count 30 seconds of not being able to do damage). And because you can't cleave freanir and the icebrood construct in this fight reaching this dps check is impossible and alot harder to reach than the dps check for the Fallen Claw and Fallen Voice.
Of course there are the buffs that the orbs give that make you a bit more powerfull and give you a tiny bit of cooldown reduction, but that is by far not enough to be able to make it past this dps check if you play this solo.
Now before people say that strike missions are meant for groups of 5-10 players, you are completely right. But limiting players in this way by adding a hard enrage timer to not being able to solo this content seems just odd to me. I mean I get why the enrage timer is there and why it is a hard enrage timer, but I don't get why it has to be a 10 minutes enrage timer, why not 11/12/13/14/15 minutes? I don't think that this enrage timer is making the fight harder at all for normal groups, and when I did the first strike mission I had someone in my party who said: "I've done this strike mission about 20 times now and just saw that there is an enrage timer." In that attempt we of course also killed it, so that kinda shows that the enrage timer is kind of irrelevant to strike missions. I have never seen the enrage timer being hit in normal groups, not in the first strike mission and not in the new ones either. So why limit the timer to 10 minutes? I think it is a missed opportunity to give this content to a bigger part of the player base. It requires litterally 0 effort to change this, and it would give quite a few players content to enjoy.