Positioning matters, hence why anyone actively looking out for the marked DRK can often avoid the vokes by distancing themselves from the rest of their team when they see the DRK coming. But that will save the individual, not the team. A couple of surviving players is useless when there's a full BH5 alliance scrabbling to leech what kills they can and a significant proportion of your team are now lying dead on the floor.
Some of this is no doubt down to player inexperience - you can mark the DRK and shout warnings at the start, but ultimately, you're placing your hopes on your team showing some awareness. Sometimes it's a disaster. Other times they fight well. But, from my own experience, even very good teams have a hard time vs certain premades. The effort needed to win a match as premade is almost non-existant. The effort needed to counter them is far higher. Difficulty can't all be attributed to player inexperience and 'get good':
The centre podium of Onsal is probably one of the most obvious bottlenecks, but it's by no means the only one. Shatter is another map where getting sufficient distance from your team to avoid a DRK voke is harder (obviously not the centre section, but the narrower corridors and side pockets of the map - particularly for the disadvantaged team, without a sloped entrance). Seal Rock is generally quite open so a well thought-out approach can matter significantly, but for a standard team the central passageways of stone are particularly narrow, should the fight happen to centre around there.
Generally any team with some situational awareness will likely fall back and begin to split when they see a marked DRK coming. Not ideal as you are temporarily withdrawing competition over that node solely because a single player ran in your direction (and they might not have actually used any skills at all if the split happened so quickly and unanimously that there was now nothing to voke). It's a super easy, low effort deterrant to hold back attacks. In the event you are caught by a DRK voke, the best you can really do is Guard. But for the premades which use RPR etc. to remove Guard, if you're caught, it's going to be instant death with nothing at all you can do to stop it.
In such cases, there's only really 2 ways to counter it:
1. Play with a premade of your own to counter theirs. Mind-numbingly dull playstyle for many and not really a practical option for many solo, casual players. Personally, I don't think players should ever be forced into forming a premade of their own solely to make a fair and balanced game.
2. Form an unspoken alliance with the other random team, put objectives as secondary, and both teams focus heavily on maintaining constant attacks on the premade team, camping outside their base throughout the game. Obviously, this is a lot easier said than done


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