Almost defeats the purpose. If you outplay someone by dodging at the right moment to get your own attacks in you should be rewarded. The thing that made me finally realize this was that I got backed into a corner (double teamed, but these guys noticed I got both initial kills so they were just trying to take me out so they at least were doing it right) and a Squall used his grounded Fated Circle. I dodged to the side (thankfully the timing hasn't changed for that attack) and got hit mid dodge which really threw me into a fit of rage. Dodging shouldn't be that bad, if used right you should be able to pass through almost anything unless the attack stays active long enough because you outplayed that particular situation.
Some of these feature changes just makes me want to use them less.
Blocking a string forces you to block the entire string (its a damn forced block ffs) and there are no repercussions for the player being blocked aside from not gaining Brave. I'm definitely playing super aggressive to avoid having to block which in the previous games would be suicide because I see this block system and high risk/low reward. ExDeath, Jecht, and WoL may be the only characters that you don't need to be stupid aggressive against to avoid being attacked.
Dodging I only use for long range stuff any more because melee hitboxes are huge in this game and you are better off trying to dash away or jumping. Honestly if you aren't dashing long ranged stuff you are doing it wrong, there are no modifiers so far to increase Brave when you successfully dodge in this game.
Just a PSA btw: The higher your Bravery the more Brave damage you will take (and the higher your opponent's Bravery, the more Brave Damage they will take). You risk getting broken easier so you have to weigh risk/reward with dealing HP dfamage over time or a lot of HP damage at once. This explains why I was doing damage in the thousands when my opponents had 4000 or more Brave.