She's been buffed a few times which helped a lot, plus augments!
Passive:
- Her passive used to deactivate as soon as you stopped moving (now has a 1 second grace period before losing the buff)
- Secondary crit chance was doubled from 100% to 200%
1, Sea Snares:
- Increased number of Sea Snares per cast to 5
- Increased damage increase per tick
- 60% increase in seeking speed
- Didn't have the 200% damage vulnerability to enemies caught inside originally (or eximus hit by it since they can't be cc'd)
- Increased seek range from 4m to 10m (150% increase!)
2, Merulina:
- Buffed to have a 4 second window of damage absorption that adds to the health pool (previously had 0 seconds)
- They added the handy little dash to quickly regain speed after hitting something
- Could eventually enter spoiler mode without being kicked off Merulina when you exit spoiler mode (this was added for all k-drives)
- Merulina healing augment that relies on sea snare kills that gives 200% reload speed and fire rate to secondaries
3, Aquablades:
- increased range by about 25%
- damage and duration buffed by 50%
- Stacking damage buff augment to build beeeg slash damage
4, Riptide:
- 25% increase in radius
- added the press/hold functionality
She got a lot of negativity because she was a pretty poor frame on release unfortunately. The buffs helped a lot though and I'm glad you're enjoying her!
Also idk if this has been fixed or not, but having a single secondary and a glaive on Merulina lets you utilize melee auto blocking. This really helps to make Yareli tankier on her 2 (just keep in mind the blocking angle)
The Tenet Diplos are fantastic with their 36% crit chance and 2.2 multiplier, high fire rate, and optional lock-on mode
The Sepulcrum is a great aoe with base 30% crit chance and 2.2 multiplier that builds up a lock-on mode alt fire (not sure how it is in sp tho)
Any sp viable beam weapons of course are just better on her