Besides, the .52 and .96 Deco both have a major counter, that most people don't realize, because it is such a underutilized sub weapon: disruptors. Because of the wall nerf, a .96 Deco has to commit to a wall, and as soon as they do, throw a disruptor over the wall. Also if they stand in the wall, then just throw the disruptor at the wall. This disruption ia sometimes manageable by the .52, but the .96 Deco has a choice of staying put, which reduces their special charging, super jumping back to base, which takes them out of the battle for 5-10 seconds, or getting splatted by myself or a teammate. The .52 can hold their ground better, since they use less Ink per shot, but they still contemplate the above options.
Disruptors are a counter, but because they are on so few kits, they are not well known to do so. Last night in a S+ tower control on Walleye, I was facing a .52, and two .96 Decos. We won because they hardly ever got to the tower, only their kraken pushing for them got them anywhere. I constantly disrupted them, they could hardly move. Then after I used my bubbler to splat 3 of them, we pushed and got the lead. We won, because I made sure they weren't getting on the tower hardly ever. Their walls can't stop the disruptors, and the 2 shot kill won't affect me if I stay out of their range. Don't nerf the weapons, just outplay the users.