What makes it awful is that they've created a conundrum, and they did it to solve a problem that everyone, including eliter mains, wanted solved, but they did it in a way that causes new problems, at a time when they've buffed other weapons and added new ones to the point that it magnifies everything wrong with this process.
They INCREASED the range of the regular chargers on full charge, but decreased the uncharged range on all chargers (but slightly increased charge rate on eliter.) That means the range gap between splatterscope and unscoped eliter is very small now. Yet the eliter still takes longer to charge and consumes more ink. The uncharged eliter shot is now the SAME distance as the charged splatterscope shot, but the weapon swims faster and has more mobility. The case for using eliter over splatterscope is basically reduced to preferring the kits, or the max range - but that implies perch sniping. It's enforcing the roles of weapons in a game where it's now the ONLY weapon with an enforced role.
I don't disagree that the "I only need 80% charge to ohko near full range because I'm a cheating savescummer and have 5 dmg up mains!" needed to end. But they could have instead made it so only a full charge ohko's but any other shot was capped like bamboozler or luna so it's ohko on weakened enemies, but not enough to kill them otherwise. That would have ended most of the dmg up stacking salt. But this weird "soemwhere between your undefined maximum range and some distance before that, your shot will simply cut off and hit nothing, but you'll never reliably know where that is on any given shot" is a disaster, and the only advantage to put up with it is you get a slightly longer range than a splatterscope for 20% more ink?
I'll probably continue to run eliter simply because I spent the time learning it, and at this point it'll be a hipster weapon, so why not. But in terms of practical competitive terms, there's very little appeal to the eliters now that can't equally be done with a splatterscope cheaper and faster. Eliter is reduced to a boutique weapon that's fun to wield but offers nothing but some extended range at the cost of everything else.
If Pack 2 has Unleaded Eliter it had better well come with splash walls or disruptors to make up for this travesty.