When two teams collide, there are going to be casualties. Sometimes a side is wiped out entirely, sometimes a few people die from each team - but regardless of how the outcome of the fight is decided, the one with the greater strength holds the field. In a shardfall, this means that they have a short opportunity to gather shards and consolidate their position before the next go around.
Aryana greatly shrinks that victory window to as short as 45 seconds in some cases - and in a close encounter will give a losing team greater numbers for a counterattack before the winning team can regroup. Time out of Dis is such an enormous advantage that entire shardfalls are decided purely by the side holding the obelisk. One side doesn't have to wait on the boat, isn't constrained by the limited amount of quests available that give coins, and have a much quicker trip back to life. In many fights, the first fighters to die are back and involved in the fight again before the outcome is even decided.
When one obelisk determines the outcome of a fight more than the other five combine, it needs to change. There is plenty of reasons in the game to fight without rewarding one faction with their reinforcements in less than half the time. Close fights become blowouts, because the three people I lost are still dead when the three people they lost are redeffed and attacking again.