Evolve’s UI uses many circular progress meters (Monster Evolution, Consumption Progress). The problem with this is that it has variable indications of time.
When you eat a Hunter Corpse, it is a FULL CIRCLE, made up of 2 BLOCKS that might take 2 SECONDS to eat (1 BLOCK/SEC RATE)
When you eat a small animal, it is a FULL CIRCLE, made up of 3 BLOCKS that might takes 3 SECONDS to eat (1 BLOCK/SEC RATE)
Though both those examples have the same initial visual (A Full Circle), it is hard to discern that they are made up of a different number of blocks, and might be confusing to the user as to why one took 2 seconds and the other took 3 seconds.
Same deal with abilities cooldown timers, both Monster and Hunter. For the Monster, there is a difficult to see counter-clockwise animation on the ability icon. Once charged, a beam of light breaks through to indicate it is ready. That cue acts as a way to get the player’s attention to draw focus to their ability being ready.
Many games allow alternate methods of indication. Some (like the stamina ability) place information near the reticule so that it is adjacent to the focus of the player (however you have to make sure the UI is minimal so as not to clutter or interfere with their “sight picture”)
Ultimately a more standardized method of ability cooldowns might be beneficial to the game.