I think these are all here for a reason, but I see your point. Randomness isn’t fun when it isn’t in your favor. But I think overall it makes the game better. Crits are pretty common in most games, so I’m not surprised they’re here. They have crits to give some dinos the edge in close matchups. That’s pretty much Thors whole gameplan. It’s for those moments where you need to do just a hair more damage in order to win - when you crit there, it feels really good! Conversely, it feels terrible for the other player, so I see where you’re coming from. Dodges rely on chance essentially to differentiate them from shields. Any dodges that aren’t 100% dodge 67% of damage 75% of the time (or at least they used to and should) - 66 x 0.75 is 50, which is the same percentage of damage that shields block. So they could make dodges block 66% of damage 100% of the time, but that would be objectively stronger than shield, so they would have to make it dodge 50% of damage 100% of the time (just like shields). But having two basically identical mechanics is boring. But who knows, with the low hp of speedsters, and the prevalence of resilient moves, maybe 100% chance to dodge 66% of damage wouldn’t be op? Stuns hitting 100% would be interesting. For one, with the way stun resistance works right now, there would always be some RNG unless all dinos had either 100% or 0% resistance to stuns. The same is true for lockdown and taunt resistance too. But being able to stun every time would probably be very strong, which isn’t very fun for the opponent. But again, NOT stunning feels like you’re robbed of your ability. I would have to play with this to see how it feels.
Basically, it comes down to predictably. We could have a game where you always know the direct effects. But if we did, players wouldn’t have to adapt to unforseen circumstances. This let’s certain matchups swing quite a bit depending on luck. Whether or not that’s a good thing is your own opinion.