If you have double purple barrage cards on him it's still enough damage to 100% any hero in the game.
Prior to this nerf double purple cards meant you could miss half your barrage and still 100% any hero. It was pretty OP.
I think this is a game design issue, personally. You have a character who is mediocre if not weak unless you have certain cards, and when he does have those cards it enhances him to gratuitous levels of power.
You don't see other heroes getting cards that effect the damage output of their abilities to such an extent. You might pick up 30 damage or something, but Boba's cards literally add hundreds of damage to each use of an ability.
If it were me, I'd completely change both barrage cards to alter barrage in some way besides damage, say explosive radius and cool down rate and then increase the base damage of the ability.
That said, Boba's blaster is far from weak and he still has one of the strongest melees in the game. He still can murder heroes with ease with the right investment into cards.
This nerf wasn't enough to prevent me from scoring top score every HvsV match that I get Boba... all it did was make me a little more careful about aiming and reduces the chances of me mopping up entire teams of heroes in a single use.
And the "On the hunt" nerf was honestly needed. Without any fuel related cards a Boba Fett could stay in the air for long enough where potential aggressors would die of old age. And what's worse is that since Boba has jet pack dodge, he doesn't even need it to evade light saber aggressors.
I think the amount of airborne time he's allowed even without "on the hunt" is pretty generous. If Boba is perceived as balanced after this last set of nerfs then he'll still be feeding me excessive amounts of credits and battle score for the months to come.