First of all, don't post saying: It's not a problem.
It is, and anyone who thinks otherwise is incorrect, plain and simple.
The state in which Soul Reaping has been lately is "mangled" at best. Reduction to 5 second delay gain brings about a few problems.
*Inconsistency. All professions have the ability to be consistent with energy management, should they need it. More or less, they are in complete control of their own energy. Necromancers have never quite been in control of their own management, relying on the team's ability to kill for energy dependence. That issue wasn't an issue before, because of the lack of restriction on SR. Now that it's limited to 5 seconds, a variety of problems arise:
1) A team can kill a majority of the enemies in the area at a speed quicker than the soul reaping can manage to take advantage of. With some builds, this isn't necessarily an issue, as the enemies are dead, leaving the necro with little to do with any energy they would have had. On the other hand, this is a HUGE problem with minion masters, as they need to stay in one area to get their minions up, and really DEPEND on energy gain after every death. Lowering skill costs isn't the answer, and Anet should know that. It will only help to start sharing the Necromancer's most important skills with other professions, which will only detract from the quality of what a necromancer is.
-Teams will not simply "kill slower" to make up for these problems.
2) Spirits. They still give half energy upon death. I can not say how many times I've been playing [pve] and been trying to cast to eliminate enemies, waiting 5 seconds between gain, and seeing soul reaping go off from some Quickening Z or other spirits. So then another 5 seconds is needed for gain, and I'm shorted 50% energy gain, which is already unpredictably inconsistent, and inadequate.
-Protip for Anet: SR exploitation is still manageable in HA.
3) PvP. Soul Reaping was "apparently" an issue first in PvP arenas, and yet the problem hasn't even been close to being solved. Spirit machines still work.
Not to mention a greater majority of pvp necromancer play is devoted to various forms of B-Spike, which are unaffected by the "inconsistency" noted in my first point, since the necromancers are in complete control of their energy gain (see: spiking). So you've barely touched PvP, and managed to trash PvE.
Again.
Nice job.
My opinion personally is to simply revert SR and eliminate spirit gain.
Other solutions (useless/stupid/broken, but I'll still point them out)
1) Energy gain upon creature created, or creature resurrected.
2) Double Soul Reaping. (teehee!)
3) Anet devs punch selves in face.
Anyone feeling supportive of this argument I urge for a /sign. Anet does actually read forums, and the only way to be heard is to keep pushing.
Anyone thinking otherwise, in opposition to the argument, or just in opposition to the re-posting of the subject is more than likely inexperienced and/or biased, but I will make an attempt (at the very least) to read your posts, and even less of an attempt to consider them.
