I don't think the normal game does this already, if I've missed it somehow, call me a noob.
I've got an idea for a ui mod, but I don't know if it's possible, or how far it would go before it might be considered a possible cheat.
So my idea is that the buffs that are currently on you (that normally show in small, hard to notice icons above the hp bar) would be displayed maybe in a box like the stats mini overlaying thing, or the other rollover info mod. They would all have a timer on them that if possible, would count down in tenths of a second. That way, if let's say there was an oak on your team, and you got shielded, you would know EXACTLY how much time you have until it wears off. I would like this for sigils especially.
Here is where the idea could get into cheating if it went this far. It could also do that for debuffs. It would need a general distinction between abilities, though. Let's say you get debuffed by an ability, but can't tell what level it is, and the time is different for the different levels. Presumably if a timer were included for that, it would give you an advantage. I'm also thinking it would be cool to do this effect for enemy demigods that you find in your line of sight. Let's say as TB, you freeze an enemy demigod. There could be a display that shows exactly how long they will stay frozen. I'll use shield as another example. In your line of sight, an enemy's shield is used and it is the level that it heals. Since it is only used for that level and up, the timer would automatically use the number of seconds for that level. (I forget, but another add on could be, if it has additional levels after that, that don't distinguish themselves, there could be a min/max time on it.) However, it could be mentioned that knowing exactly what every skill does is part of the game, and even if it is distinguishable, memorizing them is part of being skilled.
I'll stop there, but how about it? And how far would it go to be cheating? (only allied skills is ok, or maybe distinguishable skills by enemy is ok?)