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Only way would be to create a new save.
Too much hassle. Just learn how to use that skill right. It's actually pretty useful.
The skills that let you fall from much higher without damage can also be used to cancel out the fall but is less ideal when being chased by a hunter
its not the fact that i don't like the skill or i dont know how to use it you snarky ♥♥♥♥♥... its the fact that there's no way to quickly cancel a wallrun once your in one, like i mentioned in my additional post i wouldn't mind wallrun if i could press the down direction to cancel it but when your stuck in a bad wallrun your basically forced to slowly slide down the side of a wall.... and when your facing a hunter that's basically instant death 110% of the time because the only way out of it is jumping backwards and that's usually the direction of the hunter
honestly changing it so the Down Direction cancels a wallrun wouldn't really disable you from doing anything because at the moment pressing down in a wallrun is basically the same as pressing nothing at all and jumping out of a wallrun,
its a duplicate function spacebar and down do the exact same thing in a wallrun so its only logical to make one of the button's function as a wallrun cancel and since spacebar is about as good of a key choice as putting a fork into a power outlet that's probably not the key for the job...
when you think "i wanna get down from a wallrun" actually never mind the example... that sentence made the entire point for me when you wanna cancel a wallrun you think:
"hey lets press the down key to go down"
Not
"hey lets press the down key to mindlessly jump to my death"
like you can cancel out of holding onto a ledge by pressing down so any normal human being would assume that wallrun would follow that same logic
P*ss off you ungrateful ba**ard.
Otherwise, No quick way down(though I agree, there should be a drop option) and no resetting skills.
there is a way to cancel it and that way is jumping, there are multiple other skills that can make that "cancel" a viable. if not outright better, option. If you could cancel out it wouldn't be as helpful generally as it would still lead you to dying as you dropped back into whatever you were climbing away from. Jumping out of the tic tak is almost always the best option as it lets you create the space you need. The only time it is a bit of a problem is when you're climbing the bridge. But even with this, if you have the grapple it's actually still best to jump off the wall as then you can grapple back onto the correct point.
Like i said before the grapple is free if you want it, it's very easy to level up survivor points with how quarantine zones work.
Honestly a cancel out of tic tak would be borderline useless besides maybe once a playthrough. (completely useless once you've leveled up survivor and agility)
well its not like i asked for a tutorial on how wallrunning in the game works or a pep talk i already know how to use it, the problem im facing is there's no way to cancel a wallrun so your reply was quite pointless and frankly a waste of my time so that's why i replied in such a manner...
and it wasn't just you i was directing that towards i just grouped both your reply's together because you were basically following that first guy's reply up with another pointless reply
like honestly is this the point its coming to these days? you cant hold game dev's accountable for bad programming choices?
seems like the generic reply i get every time i point out something that could be improved in a game is "you should just learn how to use it better"
i insult people who pointlessly waste my ♥♥♥♥♥♥♥ time by repeating useless information i am already privy to they aren't contributing anything new to the conversation they are just rehashing old crap i already know from reading the text windows in the game describing how to use everything...
and you yourself look like the ♥♥♥♥♥♥ here because YOU CANT CANCEL A WALLRUN. you can jump out of a wallrun and grapple to an object if there is one in range but that's not always a safe dismount because when there ends up being nothing in range to grapple to or your getting chased down by volatiles, runners, mobs, hunters, etc... many times iv ended up launching myself into a mob of zombies following me because my guy comes up short on the wallrun and i end up having to jump out of it otherwise im just gonna get ♥♥♥♥♥♥ by the mob following me if i wait to slide out of it....
so im going to ignore the first part of your reply because its just a ♥♥♥♥♥♥♥ rehash of what every other ♥♥♥♥♥♥♥ is saying here and im going straight to the last thing in your reply
so having a cancel for Tic Tac would be borderline useless but mapping duplicate functions to 2 separate keys isn't? the same function that's mapped to the spacebar is mapped to the down key for wallrun... if anything that's the ♥♥♥♥♥♥♥ useless thing
yea that's pretty much the safest way i found so far to get out of a bad wallrun but still it ends up taking precious time that's really needed in PvP situations with the hunter... sigh wish they would just patch it so the down key drops you down out of a wallrun so that it follows the exact same logic as hanging off a ledge and there's a quick safe escape from a bad wallrun
not like you cant just press spacebar if you need to quickly jump out of a wallrun anyways o.o' so making the down key drop you down wouldn't adversely effect gameplay if anything it would improve wallrun by adding another function that should have been on the skill in the first place
it's pretty common for video games to have multiple buttons do the same thing in a contextual situation. I press down to jump out of a tic tak to jump because it's not down, it's backwards and it's faster. When you're walking S does not make you crouch, C does. Pressing SPACE in this context makes my brain think of up not back so I've always just press S then spun during that massive air time and done what I needed to do to survive.
Maybe it's because I've really only played on nightmare but any cancel that isn't a leap away from the wall would be death or at least just unwanted damage (unless you got a quick enough leap frog off the first zombie who was gonna swing). If you're in a situation in which it's not death then just do what the rest of us do and laugh as you slide down the building in the most awkward fashion (a real use for this in nightmare is to tic tak mid fight and use the slow slide to craft a couple of medkits when you run out).
Yes they could have added a cancel out of it, S would have been a bad option but crouch would have been fine (but again C is a way to get out of a failed tic tak because you can roll away the fall).
There are much much much bigger design flaws in Dying Light and you clinging onto this one is silly when you can just get the grapple for free. The game is designed with a full build in mind, you're supposed to go from awkward to spiderman (much like how in DMC games you go from awkward stiff fighting into fluid combos as you level up). Once you have the grapple you may find yourself failing at tic tak once every 10-20 hours or so (at least in my experience) which isn't in any way more annoying then losing 95% of your legend level xp twice in a row because you missed the garbage pile (I got to the end of lvl 49 4 times in total before i got to 50 and 2 out of 3 of those losses were because I missed a garbage pile lol).
But long story short you complaining about tic tak being used outside of the context of all the other skills is like saying DMC combat is clunky and unresponsive because you didn't level up in the game and buy new combos.
(if it helps the controls seem to be contextualized according to the default position of cranes head, so when you're climbing his head is pointed up so S is still "backwards" (down the wall) and W is still "forward" (up the wall), when you are in tic tak his head defaults to the same position as when you're walking, so there is no "up or down" options and thinking of them as up and down can only really hurt you)