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It also should really pick up all the things.
Pretty much the only thing I've found that actually makes it seem good, is taking as many cooldown reductions as you can. if you throw enough Moonerangs at once, it can actually be pretty nice through sheer volume of fire. Just put up a wall of spinning blender blades that shred everything chasing you. But, it usually takes so many upgrades to get there, that outside of endless mode, you're going to have to sacrifice every other stat to get it to that point. So it still ends up being out-performed by all your other spells.
Plus, increasing its range can actually be a bad thing. Especially if you get the lingers at max range, or always crits at max range augments. Because it tends to hang out behind the enemies you want it to hit, wasting most of its damage potential.
I would increase its base range a bit, then replace its range increase upgrades with size increases.
Also, the suggestions to make it ricochet between enemies, or spiral out from the player, would be great new augments for it.
That actually happens a lot where damage doesn't really matter (i.e. where enemies die too fast for the spinners to do much). Even on Moderate, though, by loop 10 (augments max out around loop 6-7, so that's with ALL the splits you can get for multiple loops already) it'll generally double Magic Missile damage, triple by loop 20. On Eternal Bond Hardcore obviously this will happen a lot sooner. Heck, even on non-Eternal Bond Hardcore you can out-damage Magic Missile quite easily if you just line up the spinners properly.
Also, get Lightning on Moonerang, not Fire for Campanelli's sake, folks. If I have to see one more Fire-infused Moonerang in pickup games...
Except who cares? 95% of people dont play past 2-3 loops. Heck 99% of players doing coop dont even play eternal. Eternal is for grinding achieves, not for fun. Balancing a skill based on 2% of gameplay makes no sense.