Clash doesn't need a nerf in the slightest.
The weapon finally got good, and it has a niche of being a fast paced blaster. However, as a blaster main myself, I hate this thing. The weapon just doesn't feel like a blaster to me, as directs are purely optional on this blaster. Which (as a range/rapid main) just doesn't make any sense to me. However, I think it has the niche of fighting short range shooters rather well, as it outranges them and can dance around them with indirects.
And the blast radius is very forgiving on this blaster, making it only a matter of dodging the opponent's attacks rather than trying to aim. And missing a shot doesn't matter when you're spitting a shot out every 1/5th of a second. Which is much faster than other blasters.
However, this comes at a cost. It only deals 30 damage with an indirect, and only 60 damage with a direct. Making it's time to kill extremely slow if the user only goes for indirects. Making it a 4 shot taking just over a second.
"Just over a second?
@ThatOneGuy, that's not slow at all"
Oh, but it is rather slow in this game. Compared to weapons like the N-Zap firing 12 shots a second, or the .52 with 6 shots a second, allowing them to kill you 3 times over before the clash with indirects could kill you once. Even ranged weapons, like the Splattershot pro kill faster. And even weaker weapons, like the inkbrush kill faster. Making the Clash Blaster a slow kill when only indirects are used.
Not to mention the sloshing machine does whatever this weapon does (frontline, blaster like stingray) with more damage and range. All it takes is some aim and it doesn't have as much mobility.
"But with the clash blaster's stingray, it becomes a tower control beast"
But can it get that stingray fast / consistently without sacrificing it's build to special saver / comeback / tenacity / or special charge? Usually, no, since the painting is rather poor compared to other stingray weapons like the .52 deco and the jet squelcher (which aren't the best painters in the first place).
Also, the curling bomb + tentamissle kit is not scary at all. It still has the same problems as the first kit, and you don't even have a stingray to be a threat on tower and rainmaker. Instead you have inconsistent tentamissles. Not much of a threat, especially when the tentamissles need to get back to do damage, and the clash needs to go upfront to do damage.
With it's weaknesses of below average range, slow time to kill, and poor painting, the indirect size and fire rate is fine. The Clash has finally seen some success, and it shouldn't be nerfed as soon as it finds a niche.