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Composite Human's Trial

Moritzva

The Blood Goddess
Joke Battles
Content Moderator
Thread Moderator
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Composite Human finds himself in The Entity's ream and The Entity feels the need to break him.

Composite Human starts in The Coal Tower's Warehouse, on the top floor. He does not know who the enemy is, but knows that he should avoid getting caught at all costs.

The Trapper starts near the border of the map, and knows there is only one survivor this time.

Composite Human has to complete and fix five out of seven broken generators to working condition, open an exit gate, and leave in order to win. The Trapper has to incapacitate and sacrifice Composite Human on a meathook to win.

Composite Human has a flashlight and a well-supplied toolbox, and knows all of the killer's Perks, but otherwise doesn't know much about them.

Speed Unequal.

Who wins and why?

The Trapper:

Composite Human:

Despair Engulfs Them Both:
 
Human literally can't feel fear (Fearhax is useless) and has Durability higher then Trapper's AP (Albeit slightly, since DBD is baseline 9-B what Human's durability isn't). They also outskill to a rediculous extent. Forget a trail, Human probably could disarm Trapper and kill him with his own weapon.
 
The Trapper has monstrously higher Lifting Strength (Class K). Disarming the guy will be damn near impossible. The Trapper would probably just grab CH once and drag him away.

As well, not being able to feel fear is actually worse for CH, since he won't be able to sense The Trapper coming close.

So yea, CH would get his ass kicked in hand to hand via being unable to hurt the dude at all.
 
Still, human can easily beat the trail before Trapper is much of an issue due to being the best mechanic in the world several times over and outstealthing him.
 
The Smashor said:
Still, human can easily beat the trail before Trapper is much of an issue due to being the best mechanic in the world several times over and outstealthing him.
That is the subject of debate, yes. The trial was made for four skilled people to complete, not one; and The Trapper has plenty of aura-reading abilities to catch CH.

It's a matter of, can CH outsmart and fix five generators before being found? With extrasensory perceptions, Whispers, and similar, finding him may be easier than you'd expect.
 
To be fair, CH will fair well in CQC. He isn't hurting Trapper, but the immense combat experience will allow him to keep him in good shape for a while.
 
CrackerVolley said:
To be fair, CH will fair well in CQC. He isn't hurting Trapper, but the immense combat experience will allow him to keep him in good shape for a while.
Of course. But CH has to be careful- once The Trapper is onto him, losing him will be incredibly difficult.

(I'm surprised pallet breaking wasn't calced, honestly. I see it being low in 9-B- does anyone know the values for wood?)
 
Trapper appears to be baseline 9-B (15 Kilojoules) while Human is really high into 9-C (7 Kilojoules). Trapper only has a 2.14 times AP advantage.

EDIT: Human does not have better durability. But their durability is better then their own AP. Human skillstomping does not help Trapper.
 
Honestly, his AP would probably get a lot higher if calced.

Not to mention, The Trapper upscales from The Nurse (one of the lankiest, slowest, and likely physically weakest), who performs the feat via poking lightly.

So for the sake of debate, we can reasonably assume Composite Human will have the durability to survive a few hits, but not the AP to really hurt him.
 
The Smashor said:
Not feeling fear also defeats some of Trapper's best stuff.
And it also makes it difficult for CH to hear him coming. In fact, that Fear Aura is exactly what lets players track and avoid The Killer.

Not to mention, he still passively induces exhaustion, tire, and fatigue.
 
CH is at a huge disadvantage because of things like Ruin making it harder to complete generators and by virtue of the Trapper having incredibly acute senses to the point that he could track a rushed action you made across the trial area, detect his recent movements through scratch marks, spot and smell his blood (should the CH disarm a trap with Bloody Coil), or just be informed on if he is nearby (Whispers)

This isn't a matter of if the Trapper finds him, just when.
 
Indeed. CH is on a time limit. While he can undoutably fix generators lightning fast compared to even a team of four survivors, and could probably avoid Bloody Coil, Trapper's technological fuckery and senses means that there are dozens of activities Composite Human needs to be careful about.

On the plus side, CH does know all of The Trapper's perks, so he'll generally know what activities to be careful about. That, and he could probably ******' kick totems in the face to avoid Thrill of The Hunt and destroy them instantly.
 
Not sure about avoiding Bloody Coil unless he's fine with just leaving active Bear Traps around for him to accidentally step in should he be cornered into it, but okay.

Not sure if cleansing totems would work that way either otherwise the process would be a lot faster.
 
Well, CH's probably skilled and precise enough to avoid getting damaged by it.

Dunno, I don't see a reason why people wouldn't just kick them tbh.
 
I don't think that's how the coil works, the disarm and the damage inflicted come hand in hand.

Because "cleansing" implies there's a more delicate process to totems, it would be silly if you dispelled a curse by brute forcing it.
 
Well, the coil seems a bit game mechanics-y, but I can get the point on cleansing.
 
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