Make Fuse's Knucker Cluster stick tightly to the target and slow them down
I feel like when Fuse fires his cluster and hits someone, the damage done from it is extremely inconsistent even when it hit on big hitbox target like Caustic. Most of the time it will only deal the initial impact damage and then 1 or 2 tick of damage and that's it, barely scratch 1 brick of armor from them, meanwhile this thing exploded like an anti-aircraft flak cannon about to crack down a spaceship, what is wrong with this crappy immersion?
When it sticks on high mobility legends like Octane or PF, they can just stim/grapple away and suddenly my cluster stops doing any damage to them or deals so little that I should have just straight up shoot them with my gun anyway. In some case when fighting in close quarters, I even feel like I'm being punished for using his tactical because some insanely high IQ player or complete idiot W key warrior will just straight up ignore it and rush toward you to share the damage and caught you off-guard before you could pull your gun out.
I would suggest a good buff for his tactical is to slow down sticked target - not allowing them to sprint at least, similar to being caught inside Caustic's gas and maybe, JUST maybe, increase the damage of the second knucker cluster when it hit the same target, quit the philosophy of "not letting Legend kill others by spamming ability", let it an exception for Fuse only. If you got hit with a live grenade and worse, he hit you TWICE in a row, you should DEFINITELY be worried about it
"But the counterplay" you may ask, well, its pathetic damage IS the balancing factor, barely worth 2 shots of P250 and he got a quite expensive frame time to pull out his gun. The only time you should be afraid of his knucker cluster is either when he is trying to thirst a downed player or when you and your squad are pinned down in a tiny corner with the ring on your back and enemy squad are all surrounding you, THAT is when Fuse's tactical is at its strongest point. It cost only 1 shield cell to heal from his cluster while he needs a 20-second cooldown to recharge anyway - unless you got hit twice so it cost 2 cells, yay.