Same, but here's the rundown. Mag polarize does not scale,
It still shreds the shit out of armor and shield, hey now you can bring her to more than one faction type! If you want obscene damage, Magnetize is a hell of an ability that can currently do up to millions of damage points. Plus it's a nice AOE explosion.
excalibur exalted blade now have dmg dropoff on distance,
Something it really needed.
valkyr hysteria now drains more the longer it is on,
To such a minute degree that it's almost not noticeable.
mirage blind is line-of-sight only,
Which people should have been expecting since Excal's blind was changed (by the way, the change makes complete logical sense).
and trinity blessing have 50 meters range.
It's wednesday, better nerf Trin. Actually the worse part of the Blessing change was how it now does an average of the health of the warframes in its range, rather than grabbing the lowest health.
But I still remember when Blessing was first changed and the shitshow that caused... This is mild in comparison.
More importantly today, from the Dev workshop post, was this detail from Rebecca:
At this time – even with these best intentions of more engaging play - the fundamental issue for many of you is: no amount of engagement counters the enemy's cheese. A select few abilities that we touched 'worked' in the eyes of the players because you could fight fire with fire once you entered a specific threshold of content. The tight-rope of frustration is high, and the changing of the meta can be painful. In our eyes some meta elements simply harmed the quality of the gameplay taking place. However, 'finality' is not a word I'd ever associate with our Dev process, and as flawed as that may sound I think it's one of the reasons we're such a tight-knit community is because time and time again we set the course together.
...
Every time we shake things up – no matter how lightly - the impact is objectively better. We see more people are interested in the game, and more people realize the impact their collective constructive views have on the game. There are a few counter-narratives that often indicate the end of times, I've seen it a lot over the years, but ultimately things come out better and bigger as a result. I'm not saying it doesn't have growing pains, though!
It bears repeating that more changes are coming soon. We will be hotfixing like mad next week, and getting deeper into difficulty discussions in terms of the enemy. It's been a long time since we have looked at enemy scaling and their spiky damage output, and in that time you've found ways to deal with it.
So here's hoping that enemies are examined in the future, and that people can chill out for two seconds.