If we followed the theory of 'just run away if Guard is CD' then you would spend the entire match just running away which, as I already mentioned is not the way to win FLs.
Guard CD is 30sec. Salted Earth is also a 30sec CD.
So, following your suggestion:
DRK uses Salted Earth, the target team Guard, they then have to avoid conflict while Guard is on cooldown. During this time, the DRK team grab an easy node with minimal competition. By the time the target team can return to the fight properly, the DRK is all ready to voke again. Repeat. This assuming the team only has a single DRK. What of those with multiple DRKs, able to voke almost continuously?
Obviously, being a 1v1v1 game, there is the third team to consider in this. They may decide to fight the offending team, giving the other team time to wait for CD - but multiple DRKs can easily ensure a voke is available whenever they do return from their 'cooldown wait'. They may also choose to keep to themselves and let the others fight, or may instead decide to target the victim team.
All in all 'just run away if you don't have Guard' is not a viable option. For individuals, it's possible to be more cautious if Guard is on cooldown. But if it affects vast numbers of the alliance (which it often can with DRK vokes, particularly in some zones), having practically a whole team just run away repeatedly, posing no competition at all isn't the way to win. Again - you're either giving them the win by death or mass evacuation. The outcome is the same, just the method is different.
Suggestions?
MNK - Nice stuns/knockbacks. Most helpful in platformed areas, like the centre podium of Onsal, but otherwise, limited use. To jump into no-mans-land and stun the DRK while an army of recklessly confident BH5 alliance are immediately behind them and your own team are likely already beginning to split. It will delay them slightly and make yourself a nuisance. But usually that's all. And it would often mean death for yourself.
RPR / DNC LBs - RPR is quite a fast CD and less cast-time warning, so probably the most viable of the two, but again, unless you can somehow chain them (requiring your own premade), it only delays the inevitable.
WAR - Group stun to delay the approaching alliance or DRK, whichever your target. But to stun/drag the DRK, again only makes yourself a nuisance, delaying the attack by a second or two. To stun the wider alliance behind the DRK still leaves your team dead - just saves more kills for the premade DRGs.
SGE - LB is nice to cancel damage from premade DRGs and any ranged. But a very long CD and would require a decent and aware SGE on each alliance to make enough of a difference.


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