Seeing as a bunch of nerds above me did all the math, and I agree with basically like 99% of what everything everyone said above, I'll try to keep my contribution to the discussion on the shorter end of things.
I think one of the big issues with GR2 comes down to consistency. I remember talking about this once on the Discord, where I mentioned that potentially missing all the time wasn't fun, and Dev replied saying that, in return, the character who's dodging is probably enjoying themselves, which is a perfectly fair argument. In competition, the one who's winning is probably generally the one enjoying themselves, and that's hard to move away from. And to be entirely fair, at the end of the day, dodging is basically another form of DR, as 50% chance to avoid something is effectively 50% DR over a long period of time (please refer to Goose's fat ass chart for actual numbers I'm just simplifying). Everyone talks about how polarizing the Hit vs Evade game is, which I absolutely agree with, but I think one thing a lot of people haven't quite pinpointed on why the game feels the way it does is just how fast fights can go.
To explain a bit further, it feels to me that fights in GR2 have been, in general, shorter than in GR1. The hit to Def/Res that came to GR2 drastically reduced the value of those stats at high values, which certainly helped to reduce hyper tank builds, but I think it has had a further unintended consequence. Between the stat tax of needing to build Skill at a minimum, the reduced value of Def/Res at high values, one of the places people can pull points from is their Def/Res which even further reduces the average staying power in fights. Not to mention dodge builds, who are recurringly some of the point stretched builds out there, used to generally shuffle some of their free points into Def/Res no longer have that luxury anymore, and now often rely almost entirely on their evade to survive. This has, essentially, turned a lot of PVP, even for tanks, into a game of rocket tag. Everyone has less staying power, and fights are much quicker as a result. This, in of itself, is not a bad thing, as there's something to be said about matches being resolved in very short times, but this is part of what I feel to contribute to that consistency problem.
Dodge DR is an AVERAGE. You only really get to see averages over a long period of time. When your average PVP match lasts for probably 5 rounds or less (unless you are in a match up against someone who kites, heals, or a build that counters your damage type), you really don't get much chance to see this and fights where you rely on evade seem much more like a game of Russian Roulette where you're gambling on whether or not the next hit is what blows your brains out.
In GR1, the hit/evade game was there only for people who WANTED to play it. Otherwise, you could be slapped by an auto-hit and have a reliable 30 DR from evasion in the vast majority of cases. A bit on the low end, and evade builds were still regularly considered a bit underpowered, but this seems like a simple enough fix by upping the evasion DR as someone suggested above, maybe to 40 or something. However now dodge builds often times get nothing at all save for the RNG check for when they get tagged, and that sort of RNG swing is felt much harder over a smaller amount of rolls compared to a larger average.
I will continue to stand by the idea that GR1 was a healthier version of the game (though not all the changes in GR2 were negative). However, if the intention is to stay with GR2, one potential fix I would suggest would be to increase the amount of HP every player has. Perhaps increasing the amount of HP investing a single point gives you from 1 to 2, or maybe even 3. Since players have 240 stats to invest at level 60, this increases HP in 240 increments, and making fights draw out a bit longer might help with that "feeling" of consistency I mentioned.
I think one of the big issues with GR2 comes down to consistency. I remember talking about this once on the Discord, where I mentioned that potentially missing all the time wasn't fun, and Dev replied saying that, in return, the character who's dodging is probably enjoying themselves, which is a perfectly fair argument. In competition, the one who's winning is probably generally the one enjoying themselves, and that's hard to move away from. And to be entirely fair, at the end of the day, dodging is basically another form of DR, as 50% chance to avoid something is effectively 50% DR over a long period of time (please refer to Goose's fat ass chart for actual numbers I'm just simplifying). Everyone talks about how polarizing the Hit vs Evade game is, which I absolutely agree with, but I think one thing a lot of people haven't quite pinpointed on why the game feels the way it does is just how fast fights can go.
To explain a bit further, it feels to me that fights in GR2 have been, in general, shorter than in GR1. The hit to Def/Res that came to GR2 drastically reduced the value of those stats at high values, which certainly helped to reduce hyper tank builds, but I think it has had a further unintended consequence. Between the stat tax of needing to build Skill at a minimum, the reduced value of Def/Res at high values, one of the places people can pull points from is their Def/Res which even further reduces the average staying power in fights. Not to mention dodge builds, who are recurringly some of the point stretched builds out there, used to generally shuffle some of their free points into Def/Res no longer have that luxury anymore, and now often rely almost entirely on their evade to survive. This has, essentially, turned a lot of PVP, even for tanks, into a game of rocket tag. Everyone has less staying power, and fights are much quicker as a result. This, in of itself, is not a bad thing, as there's something to be said about matches being resolved in very short times, but this is part of what I feel to contribute to that consistency problem.
Dodge DR is an AVERAGE. You only really get to see averages over a long period of time. When your average PVP match lasts for probably 5 rounds or less (unless you are in a match up against someone who kites, heals, or a build that counters your damage type), you really don't get much chance to see this and fights where you rely on evade seem much more like a game of Russian Roulette where you're gambling on whether or not the next hit is what blows your brains out.
In GR1, the hit/evade game was there only for people who WANTED to play it. Otherwise, you could be slapped by an auto-hit and have a reliable 30 DR from evasion in the vast majority of cases. A bit on the low end, and evade builds were still regularly considered a bit underpowered, but this seems like a simple enough fix by upping the evasion DR as someone suggested above, maybe to 40 or something. However now dodge builds often times get nothing at all save for the RNG check for when they get tagged, and that sort of RNG swing is felt much harder over a smaller amount of rolls compared to a larger average.
I will continue to stand by the idea that GR1 was a healthier version of the game (though not all the changes in GR2 were negative). However, if the intention is to stay with GR2, one potential fix I would suggest would be to increase the amount of HP every player has. Perhaps increasing the amount of HP investing a single point gives you from 1 to 2, or maybe even 3. Since players have 240 stats to invest at level 60, this increases HP in 240 increments, and making fights draw out a bit longer might help with that "feeling" of consistency I mentioned.