I'm really not sure what people's problem with the sounds are. I wear a headset and hear them clearly when I play, and they don't bother me at all. I don't get the "blunt weapon/hammer" claims at all...
I'm really not sure what people's problem with the sounds are. I wear a headset and hear them clearly when I play, and they don't bother me at all. I don't get the "blunt weapon/hammer" claims at all...
The problem often come about during combat with other players or NPCs involved. In the flurry of sounds the GNB SFX will be less prominent overall. However the aspect that sounds most prominent during that time, would be a "wamp" or "smack" sound that comes about during the animation. This sound, sounds more like a Cyclops or Minotaur's 1 - 100 ton swing attack, where if you get hit, makes a "whack" or "wamp". Which is where the blunt weapon sound comes from.
By yourself or few players and enemies or vs a training dummy. You would be-able to hear the SFX more clearly. However it sounds a bit too weighted for the one handed bladed weapon you are using. With the slashing sound not being prominent enough to give the impression that the weapon is a bladed mechanical weapon, that the gunblade is.
Also I use headsets as well.
Edit:
To give you a comparison or example, take PLD's SFX. It sounds like a one handed sword. But most prominently has a slashing sound. But when you compare GNB's SFX, GNB does sound more weighted and blunt overall then it should be.
If we look at WAR, the SFX is heavy weighted and has a "ringing" sound, as the weapon is a mass of iron (typically) think of the sound Gut's Dragonslayer makes from Berserk. Axes while bladed, are weapons that employ heavy momentum and that is reflected.
For DRK, while it is a heavy bladed weapon, the sound sounds as if the strikes are coated, or used in conjunction with magic. It is also hinted at since when you slash with your weapon as DRK, a trail of dark magic follows and hangs in the air for longer then any other Job weaponskills. But you still ultimately hear a slashing sound.
Last edited by Yin111; 08-08-2019 at 01:43 PM.
I'm disappointed that they didn't address the Gunbreaker sound effect changes. The Solid Barrel 1-2-3 combo sound effects don't sound correct. It sounds like a blunt weapon rather than blade. Worse than it was before. I hope they adjust the sound effects for that soon.
As someone said, the real issue is how it doesn't sound like what it should (and did sound correct to begin with) as well as how much it melds both into the rest of the job's kit of sounds as well as the raids we join.
To give a comparison of just the keen edge combo itself.
https://twitter.com/Very_Merri/statu...41671247200256
The first one is what we have now, the 2nd is our old one where there's very clear and crisp slashes followed with trigger pulls and more interesting sound effects that separate you from the group. With such a heavy/blunt and all explosion based kit... everything sounds too similar, explosions from other jobs all mesh together with this one and it loses the unique sound kit it originally had.
I'm disappointed that they didn't address the Gunbreaker sound effect changes. The Solid Barrel 1-2-3 combo sound effects don't sound correct. It sounds like a blunt weapon rather than blade. Worse than it was before. I hope they adjust the sound effects for that soon.
I WANT IT ALL BACK tbh. Not just keen edge, the whole thing, ESPECIALLY old blasting zone.
To give you a comparison or example, take PLD's SFX. It sounds like a one handed sword. But most prominently has a slashing sound. But when you compare GNB's SFX, GNB does sound more weighted and blunt overall then it should be.
If we look at WAR, the SFX is heavy weighted and has a "ringing" sound, as the weapon is a mass of iron (typically) think of the sound Gut's Dragonslayer makes from Berserk. Axes while bladed, are weapons that employ heavy momentum and that is reflected.
For DRK, while it is a heavy bladed weapon, the sound sounds as if the strikes are coated, or used in conjunction with magic. It is also hinted at since when you slash with your weapon as DRK, a trail of dark magic follows and hangs in the air for longer then any other Job weaponskills. But you still ultimately hear a slashing sound.
This is what really gets me. Each job, let alone each tank had its own SFX kit to fit their job. PLD sounded high in pitch but not enough to NIN's extent to represent the holy-ish slashing and shield bashes it had. Everything it does feels liek a knight with a bright and shining blade. WAR was heavy, bladed, but you could hear the momentum in the swings and slams it performs in its job, it's like a berserker and sounds like it. DRK as you notice and I love you for this, leaves trails of its slash and even has sounds fading after it, having both a slash effect sound also in tandem with a form of "spell-like" punch to it.
ORIGINALLY, Gunbreaker's "feel", or it's sound kit... was something akin to the inner working of a mechanism designed for both slicing and manipulating its' own aether. You could hear trigger pulls, compounding sounds like the cartridges in it were being crushed and spattered into particles of aether within the explosions caused through each slash. With continuation how it was too, it had it's own unique form of momentum the WAR didn't necessarily have, it had momentum for each combo flowing from one into the next as if the way you swung your blade roused a swift blow the opposite way with the "chings" it made throughout the combo. Rather than having a momentum through one animation of a swing or thrust, it had a series of combos that created one giant flowing momentum of swings and slashes. I loved it, it gave the job its' own identity instead of it just being "this is the one that explodes constantly in everything it does and hits like a cardboard pool noodle".
Last edited by Valic; 08-08-2019 at 04:28 PM.
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