Your game is in an awkward spot because it fits neither: there’s no real combo to act out (i didnt look through the skills too thoroughly so maybe there are some interesting combos to derive), so your primary task is fireball’ing, with skills to support that task. Yet the cd is annoyingly long, so you’re mostly waiting!
The high risk shots dont seem to have real any way to allieviate the risk too: think of the basic moba combo: snare & pummel. You can still fire off the slow as hell ultimate, but its only really risk—free if they’re pinned first (and so pinning, not the ultimate, is really the thing you’re trying to avoid as the enemy).
Again, I haven’t gone through your game with any thouroughness to really judge; this is just my ideas on how skills play a significantly different role in the genres you’re coming from, and how theyd function in yours