How to bring Dodge in a Competitive Game
Please read the WHOLE thread or go to the tl:dr
years ago riot decided to remove dodge as a stat for many reasons like the fact that it was RNG, since 2011 riot tried to make the game more competitive which led them to remove it since relying on luck was a barrier in a competitive game. Phantom dancer got its dodge removed and then replaced by a % of damage reduction, while ninja tabi got 10% damage reduction against basic attacks, but the problem is that it gives too much hidden power,
you can find all the reasons in this thread: http://forums.na.leagueoflegends.com/board/showthread.php?t=1516825&page=1#post17589863
I want to suggest to riot to bring it back in a way that would solve the problem of old evasion similar to how shen and jax have 100% dodge for few seconds. Instead of giving a flat chance of dodging an attack, **evasion now gives 100% dodge for one attack each 10 seconds **
-evasion can be stacked multiplicatively reducing the cooldown by X %,
this removes RNG and also encourages to a lot of decisions because support players or mages can decide to attack someone with evasion to disable the passive, this would reward them because the ADC will have an increased damage.
ninja tabi (old): 25 armor unique: +10% dodge chance
: 25 armor
unique passive: evasion(i.e definition above)
unique passive: reduces the cooldown of evasion by 10%
: 45% attack speed
30% critical chance
5% ms
unique passive: near an enemy champion gives 7% ms
unique passive: the last hit champions hit deals 12% reduced damage
new:
same stats
unique passive 7% ms near an enemy champion
unique passive: evasion (i.e definition above)
unique passive: reduce the cooldown of evasion by 20%
note: can be stacked with other sources of evasion
cooldown of evasion with ninja tabi: 9 seconds with phantom dancer: 8 seconds with phantom dancer+ninja tabi: 7.2 seconds
: new active: disable evasion on the targeted champions for 3.5 seconds, the target is then immuned to with'end for the next 3.5 seconds.
35 seconds cooldown
note: -can be purged by 
- can be countered by spellshields like
's E
Now move out to champions!
W doesn't need any changes and is fine
: counterstrike (old): Passive: Increases Jax's dodge chance by 10 / 12 / 14 / 16 / 18%.
Active: Jax stuns surrounding enemies for 1 second and deals 80 / 125/ 150 / 175 / 200 (+60% of ability power) magic damage to them.
Usable only within 7 seconds of dodging an attack.
Cooldown 4.5seconds
new: passive: Jax is able to dodge a basic attack every 9/8.8/8.6/8.4/8.2 seconds (can be reduced by building evasion) active: jax stuns surrounding enemies for 1 second and deals Physical Damage: 50 / 75 / 100 / 125 / 150(+0.5 bonus Attack Damage) usable only within 3 seconds of dodging an attack
cooldown: 16/14/12/10/8 seconds
optional: :

fleet of foot (innate) (old): while sivir is moving, she gains 30% dodge
new: while sivir is moving, she is able to dodge a basic attack every 7 seconds (can be reduced by building evasion) moving reduces the cooldown of this ability by 0.5 seconds for each 100 units traveled
optional: :
Monkey's Agility (innate) (old): Udyr's attack speed is increased by 10% and his dodge chance is increased by 3% each time he switches stances. This effect can stack up to 3 times.
new: Udyr is able to dodge a basic attack every 10 seconds (can be reduced by building evasion), the cooldown is reduced by 3 % each time he switches stances (max 3 times), when udyr dodges an attack, his movement speed is increased by 5 for each monkey's agility stacks. Additionally Udyr's attack speed is increased by 10% for each stacks
-Dodge only starts looking compelling when it can be stacked. But when stacked too high, it completely (and permanently) shuts down a subset of characters. This then causes us to have to make additional things (such as Sword of the Divine) to counter this counter, which ends up using a lot of design space simply to make the statistic fun and non-abusive. Typically, we try to avoid super hard counters like this.
not only armor and magic resistance are similar since they counters damage but can be countered by armor/mr penetration, but this version of dodge can not entirly shut down a subset of character because their allies can help them either by building
or by attacking the target to disable evasion, even in 1v1 the cooldown of evasion is still long
; -While both Critical Strike and Dodge use a similar randomization formula, Critical Strike is still countered in much the same way as Attack Damage and Attack Speed: buy Armor. Conversely, Dodge cant be overcome by getting more Attack Damage or Armor Penetration like other defenses can. This means that Critical Strike is just a damage multiplier, whereas dodge is an entirely new defense type that doesnt have a series of sensible counters to it.
this version of dodge can be countered by attack speed, since attacking faster will disable the passive and allows you to quickly attack the target after disabling the passive
; -Historically, there have only been two actual gameplay decisions that have to do with Dodge Jaxs Counterstrike and the former Nimbleness mastery. While both of these do have some cool nuances to them, theyre not the kind of thing that justifies an entire (otherwise problematic) system in the game. By comparison, Pantheons Aegis of Zeonia allows him to block attacks, but this block system is not available to every champion in the game. This not only keeps it from getting out of hand, but makes Pantheon more unique in the process.
With this version of dodge, there is hell more gameplay decision, like disabling dodge with an attack of a mages, building
against evasion stacker, countering it with
spellshield.
If you continue to build gameplay around dodge like the one i proposed with sivir, there will be more gameplay decision like moving to reduce the cooldown of the passive.
pantheon isn't the only one who can block an attack, but
new W too,
W also blocks attacks, and jax's Counterstrike has been ruined, because giving him 100% made the spell counterproductive. Forcing jax's player to use the spell as a stun since everyone wasn't hitting you during counterstrike. It wasn't a counterstrike but simply a strike.
-Dodge also has much more potential to remove satisfaction in a noticeable way than the other defensive stats, mostly due to its random nature. Failing to finish an opponent with an auto-attack because they happened to get their 5% chance to dodge is a pretty poor experience for the attacker, especially since the escape isnt based on a good gameplay decision or skill-based way to survive. The fun to un-fun ratio is poor.
no need of comments here!
tl:dr:
His proposal actually has 0 RNG to it, rather dodge would become more like a Banshee's Veil for autoattacks.
100% dodge for 1 attack on a static cooldown, stacking evasion reduces the cooldown of dodge,

or land their single basic attack for poke

punishes you for building hp,
punishes you for building armor.
do not remove bonus Health, they provide bonus power towards healthy opponents.
does not remove bonus armor, but rather mitigates the effectiveness of it.
does not remove healing, it cuts its power in half under certain circumstances where it can be applied (on hit).
whom is capable of chaining three blocks in a row, could use this to make it so they are literally untouchable for four entire seconds early game when in trades. While late game it would only be about for two seconds against any champions that attack roughly twice a second.
and Jhin. These three champions were designed with one thing in mind "They don't hit too often but they hit like a truck". In a world where dodge exists, these champions are entirely nullified out of the roster, all their power gets taken away the second one of their scarce AAs actually gets dodged.

barrel is coded as an AA, much like his Q, so we'd have funky interactions with champions dodging what, for most intents and purposes is a spell.
, there's too many interactions already designed around a world where dodge doesn't exist.
on-hit-effect, and champions like
are MORE nerfed if they can't attack.
+
dodge will NOT even be a help, so it has its niche against on-hit effect champs like
and its crit dmg reduction.
so you'd have like AA dmg reduction (Including On-hit effects) .
a bit like armor but with uniquely useful against AA. so not vs ad spell like armor has.
why would you disable a tower? because riot wanted to introduce new mechanics and they thought to a mechanic that disable a tower.
-riot readded multiples mechanics that were unhealthy for the game after fixing them such as