It was this patch in Open Beta: 1.0.7 Update - Expanded Patch Notes (Balance & Tweaks)
Summary
Dodge tweak pass to remove kite-ability and edge-case slowdowns
-Removed linger time vs. ranged attacks (was 0.2s extra after dodge finished)
-Tuned dodge curves to maintain a slower end of curve to disallow chain-dodge move
speeds above sprinting (no kiting for you)
-Limited speed mods to only scale speeds above normal movement speed to ensure
low-rolled mobility weapons don’t get stuck in place
I don’t find the comment right now that was later issued, but I believe that comment was made by Hedge or one of the Devs because there was a lot of backlash to this patch. Maybe it was in the Steam Forums?
Regardless, they slightly buffed dodges again the following patch, but didn’t bring them back to their former glory: Community Update #3: Pre-Weekend Status - 1.0.8 Update
Summary
Balance Adjustments
Setup separate weapon-specific dodge curves for light melee weapons, tune-up
separate zealot baseline:
-Setup separate dodge curve for Zealot class, increase baseline dodge distance to 2.75m over 0.4s (was 2.5m over 0.4s).
-Increase dodge slide friction speed threshold to 5.5m/s (from 4.5) - we don’t break down as hard on dodge-sliding.
-Setup weapon specific curves for agile dodge profiles to allow customized behavior:
-For Atrox Tactical Axes and Maccabian Duelling Swords: Custom curve 2.75m over 0.35s with fine-tuned end of curve for chaining.
-For Catachan Mk III Combat Blade: Custom curve 2.9m over 0.35s with fine-tuned end of curve for chaining.
Anyway, Dodge nerfs and changes are through. I think they would have rebalanced it further back then, if they were unhappy with the current state of things.