I think you need to really step back and assess what type of effect you’re making. As Jason Keyser pointed out, you’re a game designer at the core.
You use the VFX to help communicate something to the player visually, for example how strong is the ability compared to others of that type? That would control how visually intense the VFX should be, and that’s also why crowd control ability skillshots are mostly just giant balls of light, to help signal that it’s really important to notice.
Your effect looks like the ability is a heal, it reminds me a little of Redemption, which is an item that you can buy ingame that casts an incoming heal to allies and damage to enemies inside the circle
(couldn’t find a clean item showcase so this is hopefully clear enough)
In this ability it’s important to note that the area in which the ability has effect is really important since it can mean the difference between dying and staying alive. So the circle is instantly cast on the ground and a ring that’s scaling inwards is showing when the ability will hit, clean and simple.
This is a bit of an extreme example and I’m 100% not saying you should make it boring and simple but at the core those things (gameplay elements) should be driving your design decisions.
I didn’t intend to write a giant essay and don’t take this the wrong way because I love the progress you’ve made, I’m only trying to help
In addition I think you need an indicator on the floor before the projectile hits the floor and even before the projectile spawns, and I’d suggest ending the spirals in a point, not with a flat edge.