Supporting this thread. This needs a change quickly.
Supporting this thread. This needs a change quickly.

still wondering who these first batch of complainers are that dictated the original sound was bad? becuase i have looked everywhere and have seen hardly any mention or request to change.The only thing i saw was someone asking the explosions to sound more meaty,but i guess that means making everything else sound like garbage according to SE.They changed this out of nowhere which is why im wondering what they was thinking and how they decided that this was a suitable replacement to the quality of what we had before.
Last edited by trash_cat; 08-01-2019 at 12:02 AM.

The Gunbreaker sounds are like those of a nerf sword that explodes very anticlimactically. You can make better sound effect for GNB by slamming your hands on your desk and making explosion noises with your mouth.
I hope they change it back because I can't even play the class due to this poor choice in SFX. If i wanted to hear sfx similar to a nerf sword or a baseball bat I'll play outside with my friends.
Show your support in the vote thread if you haven't already! Hoping they notice this and fix it SOON.



Rewatching the job action trailer, honestly, the original sounds were fine with a few problems, namely the cartridge combo had good sounds, but they were just super quiet, like the explosions were happening a mile away from you, if tuned to sound a bit louder, they would have been fine, that was a sound tuning issue, the SFX didn't need replacing.
For the basic 1-2-3 combo, all changed for the worse, I really liked the ricochet and slicing sounds on Solid Barrel, the only part that sounded off was Brutal Shell, but I'm not sure if that was because the SFX sounded weak, or that the heal sound just drowns it out (kind of wish they removed the heal sound from Brutal Shell myself) and the changes to the AoE and Blasting Zone were also bad, again, just tune them to sound louder and heftier.
Adjustments to the sounds should have been a welcome change, but they went in the completely wrong direction and butchered them, instead of the sounds of ringing steel and ricochet, we get sounds akin to hitting stuff with a pool noodle, hopefully they take greater care when adjusting the sounds, I would like to see them revert the sounds, but change the volume and tweak them to make them more satisfying, replacing them was a poor decision, as practically all of them changed for the worse.
Last edited by Tizzy_Tormentor; 08-24-2019 at 08:06 PM. Reason: typo



I visited the aesthetician yesterday, and...
Why can his pair of scissors sound better than both versions of the GNB blade?
Some of his sounds are actually currently used in some skills WAR has.
Also.. side note... someone posted this and I lol'd but also felt sad how true it is.
https://youtu.be/ArqiTny3ZoM?t=11
Our sounds now ^ Practically exact. Even at the end of the video with the swings.
This is sad, the batbreaker class
I know I'm going to get flamed out for this, but I actually like the new sound effects a whole lot more. The physical hits sound a whole lot meatier, and the explosions, while still too quiet for my liking, are actually audible and really lend themselves well to the impact of the whole thing. The old sound effects felt too clean for a job that wields an explosion-sword.
You won't get flamed, but you will hear differing opinions just as we know we'll hear. I'll give you credit too for backing up why you like the sounds. Most of the arguments here though are that a one handed sword that size shouldn't sound "meaty" and the keen edge combo is so blunted it sounds like a baseball bat. The audio also blends very much with other parties in raids and while I agree the old sounds were quiet, I think they just needed volume increases in the right spots, not overall changes. They also removed the trigger sounds an anything that fit the idea of a mechanism such as a gunblade. The weapon also sounded unique compared to WAR, PLD, DRK, NIN, and other jobs with swords by being clean, precise, and swift sounding just how Squall swings it in FF8 and Dissidia. Personally I thought that was a nice take on a gunblade for a change instead of it having more generic dissidia effects. Everyone also seems to think that the gunblade is as you said, an explosion sword, as if to imply it should look like this.I know I'm going to get flamed out for this, but I actually like the new sound effects a whole lot more. The physical hits sound a whole lot meatier, and the explosions, while still too quiet for my liking, are actually audible and really lend themselves well to the impact of the whole thing. The old sound effects felt too clean for a job that wields an explosion-sword.
When really we all kinda want something more akin to this idea.
The former treats the weapon like it's supposed to emit explosions michael bay style and nothing more. Yes the weapon emits shockwaves and explosions, but that alone would make it no different than a BLM firing off Fire spell explosions or a gun just shooting them. The latter implies we have an actual sword that when swung, explodes and leaves trails of ember and fire in its path. Gunblades in FF have always been swung and then emit the explosion, showing the sword half and the gun half in equal portions. What we have now greatly increases the whole "explosion gun" factor, but GREATLY decreases it being a blade in any form with how blunt the weapon is and how overdone the explosions sound. A clean and crisp small sword that isn't quite large, shouldn't sound like it weighs over 100 pounds and hit like a pillow being hit with a bat (as shown in this thread and given examples of). Explosions from such a weapon shouldn't be the only defining factor of a weapon titled "GunBLADE"either. They should come in equal halves and fit the graphic of the weapon, and people want a swift, combo'ing weapon that deals explosions with each momentous slash and slice... not a BONK, followed by a KA-BOOM.
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