Okay, the more I think about it, the least sense it makes.
Alright, I get it, people who are bad at the game complain about how dodgers are overpowered while having only one or no counter on their team. It’s almost like you have 8 slots on a team and there are at least 5 dinosaurs that are viable to counter dodgers (the dinosaurs in question depends on which dodger we are talking about).
But even then, many people have no specific dodge-counters and they are doing just fine. Showing the mechanic itself isn’t a problem (unlike Dracoce-Rat-OP-s, who is almost 100% pick rate and/or forces you to have 2-3 counters).
Okay, now that we are getting that out of the way.
In 1.8, dodge will be the ONLY mechanism that actively punishes you 50% of the times.
How is it fair that 50% of the times, nothing will happen and you still get 33% damage taken if you are successful.
If Ludia wants to have damage reduction as dodge, so be it, but it should be guaranteed then (so probably less than 66.7%).
Why dodge will be the only mechanic that can be useless, while everything else has added benefits?
Also, let’s put this out of the way: Evasive Strike, Prowl and Cloak might be fine with the current change, since they indeed do give you additional benefits (damage, crit chance or damage multiplier).
The problem is Sidestep and Evasive Stance.
It’s overkill. Those two skills do literally nothing but make that you CAN avoid direct damage.
So, if they fail, you don’t have anything. And now, it will be literally failing or having a minor benefit. It’s not making “RNG less inconsistent”, @Ludia_Developers. It’s straight-up punishing one spell class, just because people dislike it.
By that logic, if Stunning Strikes fail (25%) they shouldn’t do any damage as well. Why is that, when you are using a stunning mechanism, you are guaranteed to get something out of it (damage) or the stun is guaranteed (immobilize and acute stun) or tied to an action you do execute (SIA-stun). These all have benefits, even failing. So, I would say, Cloak, Prowl and Evasive Strike will be fine, since they give you something, even if you fail the dodge itself.
However, it’s not “consistent” having literally nothing if failing and still getting punished if succeeding for Evasive Stance and Sidestep. The punishment is guaranteed (you take damage anyway) but the reward is not (having less damage taken). How is that okay and consistent for the dodger???
If you want consistency, then make it like, with successful dodge, you take the less damage (66.7%) for Evasive Stance, Swap-in Dodge and Sidestep. If they hit you, give the lesser reduction (33.3%). This way, people still wouldn’t be able to “Cheese” a win with 200 hp, but it would eliminate this nonsense about dodgers being PUNISHED for using a skill. Which is inexcusable. No other skill does that.