The problem with Salted Earth is escaping the draw-in. The only way to counter the draw-in is to Guard, and Guarding further limits escape opportunities. Some jobs have an easier time of escaping than others, PCT's Smudge can get out of it pretty quickly.

The solution is to add Arm's Length as a PvP action and put it on a lower cooldown than Purify, say 20s.

That provides an opportunity to counter Salted Earth cheese while still allowing DRKs to punish teams that are bunched up too closely together. It also stops the issue where multiple DRKs use Salted Earth and you're bounced between them like a pinball. Team synergy should be rewarded, but the opposing team should be given opportunities to escape.