So you see a lot of people complaining about the lack of real challenge or endgame content in Warframe. A new boss or game mode comes out with a 'new challenge'. The community plays in the new mode, has fun, then discovers a method to cheese the everliving daylights out of it, it gets trivialized, and then complains that there's no challenging content. This is made evident with early boss design, going as far back as Sargus Ruk and Lt. Kril. The immunity gating to avoid the Insta-Gib. Since those times, we have only continued refine, reform, and restock with better, stronger gear, frames, and even operators. To counter things like 4 billion power str Chroma 1 shotting the very sun itself (1v1 me bro), DE has dug further into the anti instagib box to keep content from being literally 1 shot. Sometimes, this is done well, with Eidolons (which are admittedly kinda fun and chaotic, barring the night time only annoyance) and the Exploiter Orb being well received. Sometimes, this is done poorly, with fights such as the UwU of Saturn and the Profit Taker which are fairly complained about on the regular. Where the artificial challenge of the later come in the form of general lack of counter play and high DPS is really one of the only ways DE can reliably introduce new content that lasts longer than Argon at room temp. This is frustrating on two fronts in the fact that A) Lack of counter play in a game with 160 abilities takes away from the power fantasy, but also B) DE simply cant satisfy the growing 'veteran' mouths that are able to amass enough arms to punch a black hole in the $&*^.
So, what content can DE possibly make for this 'endgame drought' it supposedly suffers from without having to forge a Galactus size nerf hammer to nuke the meta from orbit? How do you make a raid boss that doesn't reduce damage inflicted to itself when you drop 4 player controlled raidbosses against it? How do you create a fun and non-trivialized boss fight when the player base has more cheese at it's disposal than a vegetarian Deli?