Back to home

Winston Boss Fight: King Kong vs Monkey Hunters

Y0XXJ
click to copy
This game is archived.
If you with to unarchive it, click the "restore" button in the options menu.
This code can also be found at workshop.codes/Y0XXJ

Category:
Custom game mode

Author:
catslayer

Rating:
2

Version:
1.8.0

Posted:
10 months ago

Last updated:
14 days ago

Tags:
winston ashe doomfist d.va genji hanzo junkrat pharah widowmaker boss fight boss fight 4v1 king kong monkey hunters soldier 76 skill-based mobility juking speed fast difficult

Project Links

Share this workshop!

Options

The Game

It's a 4v1 elimination boss fight. Four Monkey Hunters square up against a single King Kong in a first to 4 fight.

The Hunters consist of: Ashe, Soldier 76, Sombra, Doomfist, D.Va, Genji, Hanzo, Junkrat, Pharah, and Zarya. All of them have movement buffs in some way, and cooldown buffs. Some of them have nerfs in certain areas.

The King Kong is a permanently Primal Raging Winston with 140% damage dealt. His max health is roughly N x 1282, where N is the amount of players on the Hunters team. He has no movement buffs, but he doesn't need them.

Using the workshop, I added small health packs that only the Hunters can pick up on the seven maps:

Ayuthaya, Black Forest, Castillo, Ecopoint Antarctica, Ilios Lighthouse, Lijiang Night Market, and Nepal Shrine.

How does the game play?

The goal of the Hunters is to juke King Kong and deal damage to him. The goal of King Kong is to kill the Hunters.

Since Winston has to use primal rage, playing Winston well requires a command of Primal Rage mechanics, and the ability to track where people are/what they're doing. For this reason, Winston requires a surprising amount of both mechanical and mental skill to play. The Hunters need to be able to not die, deal damage, and occasionally peel for their teammates.

Often times, newcomers to the mode make judgements about whether Winston is overpowered or underpowered. It's not perfectly balanced, but it's likely that one's first impression about the mode's balance will heavily depend on the skill of the Winston player. Though I might be biased, the mode has a deceptive amount of depth to it that isn't apparent on the first glance. So give it a try and let me know what you think!

TL;DR: Winston boss fight 4v1, play it, it's fun!

Changelog

14 days ago 1.8.0

Added Tracer 80% blink cooldown 120% jump speed 115% move speed 200% projectile speed

Y0XXJ
click to copy
about 1 month ago 1.7.4

  • Genji has 175% ultimate build instead of 150%
  • Genji now gets 1.75 cooldown defect when using blade

Genji has been too weak, mainly due to his ultimate having low impact. This should make genji more viable.

  • Sombra ammo increased from 20 to 40
  • Sombra run speed increased from 120% to 125%

Sombra's low clip made her frustrating to play.

  • Zarya's projected barrier increased from 6.4 seconds to 8 seconds.

Zarya's very low cooldown on her bubble was a little short.

MW0E9
click to copy
about 1 month ago 1.7.3

Gave genji his primary fire

6HJ44
click to copy
2 months ago 1.7.2

Added buffs to zarya:

10 second personal barrier changed to 7.5 sec

12 second projected barrier changed to 6.4 sec

Ammo increased from 40 to 60 (3 lobs instead of two)

BHR95
click to copy
3 months ago 1.7.1

Added an upper left hand health indicator.

84332
click to copy
4 months ago 1.7.0

Blanket Hunter Buffs.

Genji has 3.5 sec cooldowns instead of 4. Zarya has primary fire and 130% move speed instead of 120%. Pharah has 3 sec cooldowns instead of 3.5. Junkrat has 2.5 sec mine cooldown instead of 3. Hanzo has 1.5 sec lunge cooldown instead of 2. Dva has 2.5 sec boosters cooldown instead of 3. Ashe has 1.7 sec coach gun cooldown instead of 2 (less self knockback to compensate). Doomfist has 4.2 sec uppercut and slam cooldowns instead of 4.8 (rocket punch unchanged because it's cancer).

Some nerfs.

Sombra has 150 hp instead of 200 hp, also has 20 round clip again (max damage of 160 per clip).

P9TSF
click to copy
4 months ago 1.7.0

Blanket Hunter Buffs.

Genji has 3.5 sec cooldowns instead of 4. Zarya has primary fire and 130% move speed instead of 120%. Pharah has 3 sec cooldowns instead of 3.5. Junkrat has 2.5 sec mine cooldown instead of 3. Hanzo has 1.5 sec lunge cooldown instead of 2. Dva has 2.5 sec boosters cooldown instead of 3. Ashe has 1.5 sec coach gun cooldown instead of 2 (less self knockback to compensate). Doomfist has 4.2 sec uppercut and slam cooldowns instead of 4.8 (rocket punch unchanged because it's cancer).

Some nerfs.

Sombra has 150 hp instead of 200 hp, also has 20 round clip again (max damage of 160 per clip).

7BSM9
click to copy
4 months ago 1.6.0

  • Removed the invincibility frames

This was just a pain in the butt and confusing for new players.

  • Added sombra: 4 sec translocate, 3 sec stealth w/ 3 sec cooldown, 40 round clip, no hack.

Sombra should add an option for more campy/tactical players in this mode.

AKX6K
click to copy
4 months ago 1.6.0

  • Removed the invincibility frames

This was just a pain in the butt and confusing for new players.

  • Added sombra: 4 sec translocate, 3 sec stealth w/ 3 sec cooldown, 20 round clip, no hack.

Sombra should add an option for more campy/tactical players in this mode.

6KBGX
click to copy
4 months ago 1.6.0

  • Removed the invincibility frames

This was just a pain in the butt and confusing for new players.

  • Added sombra: 4 sec translocate, 3 sec stealth w/ 3 sec cooldown, 20 round clip, no hack.

Sombra should add an option for more campy/tactical players in this mode.

2VACD
click to copy
7 months ago 1.5.1

  • Added invincibility frames for every 900 hp Winston loses.

This should slow down the game's pace.

1PNPK
click to copy
7 months ago 1.5.1

  • Added invincibility frames for every 900 hp Winston loses.

This should slow down the game's pace.

NGJQD
click to copy
7 months ago 1.5.1

  • Added invincibility frames for every 900 hp Winston loses

This should slow down the game's pace.

5QYF3
click to copy
7 months ago 1.5.1

  • Nerfed Winston's HP from 1000 per player to 900 per player

Winston still took a little long to kill even with the health nerfs. This should make the game move faster.

85WWV
click to copy
8 months ago 1.5.1

  • Nerfed Winston's HP from 1100 per player to 1000 per player

Winston still took a little long to kill even with the health nerfs. This should make the game move faster.

  • Buffed Ashe's ultimate gain from 100% to 150%

Ashe's ultimate hardly ever built in this mode. This should make her ult a more dynamic part of her kit.

  • Buffed D. Va's booster knockback from 200% to 300%

D. Va lacked any means to protect herself; booster knockback should help mitigate this.

8QXYM
click to copy
8 months ago 1.5.1

  • Nerfed Winston's HP from 1100 per player to 1000 per player

Winston still took a little long to kill even with the health nerfs. This should make the game move faster.

  • Buffed Ashe's ultimate gain from 100% to 150%

Ashe's ultimate hardly ever built in this mode. This should make her ult a more dynamic part of her kit.

  • Buffed D. Va's booster knockback from 200% to 300%

D. Va lacked any means to protect herself; booster knockback should help mitigate this.

9CTF3
click to copy
8 months ago 1.5.0

Added hero tips.

Many people get confused when they play this mode. Hero tips aren't that in depth, but should provide some help for new players.

Y995W
click to copy
8 months ago 1.5.0

Added hero tips.

Many people get confused when they play this mode. Hero tips aren't that in depth, but should provide some help for new players.

CSKP4
click to copy
8 months ago 1.4.1

Added sound effects for soldier's workshop cooldowns

35H25
click to copy
8 months ago 1.4.0

  • Sprint now is replaced with a workshop sprint. While sprinting, soldier 76 moves 150% faster (as usual), but can shoot and use abilities.
  • Sprint lasts 4 seconds rather than 3.

Soldier 76 still felt underwhelming, mainly because his mobility option required that he stop shooting. This change should make soldier 76 feel more dynamic. His sprint was buffed slightly, because often times it felt slightly too short.

TE63J
click to copy
8 months ago 1.3.1

  • buffed soldier's biotic field from 75% healing done to 100% healing done
  • buffed soldier's helix rockets from 4 second cooldown to 3 second cooldown

Soldier 76's biotic field felt too weak for such a long cooldown, and his helix rocket cooldown was too slow to serve as a reliable boop. This should make soldier feel better to play.

  • buffed Zarya's ultimate gain from 150% to 175%
  • buffed Zarya's team bubble cooldown from 20 seconds to 12 seconds.

Zarya was still rarely ever getting her ultimate in this mode, and her bubble cooldowns meant it was very difficult for her to get charge. This should make Zarya feel more intuitive to play.

FBYHV
click to copy
8 months ago 1.3.0

Added map detector

-Nerfed Winston's HP from 1218 per player to 1100 per player.

Winston, after the doomfist nerfs, genji nerfs, and lack of baptiste, became a little too strong. This should bring Winston back in line.

KR9R1
click to copy
9 months ago 1.2.11

  • fixed soldier bug

YTKMW
click to copy
9 months ago 1.2.1
9 months ago 1.2.0

  • Buffed Hanzo's lunge from 200% scalar to 225% scalar.
  • Buffed Ashe's coach gun from 75% enemy knockback scalar to 100% enemy knockback scalar.

Snipers in this mode lacked enough survivability. These buffs should bring them up to the level of the other heroes.

  • Removed Widowmaker.

Widowmaker is severely underpowered, offers no utility, and her mobility mechanic was frustrating to use, so she was removed.

86J29
click to copy
9 months ago 1.1.1

  • Nerfed Genji's move speed from +30% (1.365) to +20% (1.26) Genji did not need the fastest walk speed in the game with mobility options like double jump, wall climb, and swift strike, as well as deflect. Genji's ability to easily outpace the boss not only made him even more mobile than other Hunters, but avoiding the boss was braindead since you could easily outrun Winston in close quarters scenarios. This should make Genji more thoughtful to play and less frustrating to catch for King Kong.

  • Nerfed Genji's cooldowns from -44% (3.52 seconds) to -50% (4 seconds) Genji's cooldowns, like Pharah and Doomfist, were meant to be cycled. Thus, the individual cooldowns are longer in exchange for the cooldown rotation as a whole being less than two seconds (the cd of King Kong's jump pack). However, unlike Pharah and Doomfist, Genji's cooldowns give more consistent and easy value in this mode. Longer Swift Strike and Deflect cooldowns should make Genji more thoughtful to play.

SXMX8
click to copy
9 months ago 1.1.0

  • Removed baptiste Baptiste was too frustrating for new boss players to fight. Even with nerfed healing output, Baptiste had to be targeted first every game, which made the strongest strategy to boop the monkey away from Baptiste, who could heal everyone to full. This form of gameplay was very frustrating to play against as the Monkey and boring to play as the Hunters. Thus, Baptiste was removed.
  • Nerfed Zarya's damage from 150% to 100% Zarya in her previous iteration could not rocket jump due to the damage penalty, and thus she became a grounded character in a mobility based game. Also, her damage buff made her damage unintuitive to new players. With less damage and less punishing rocket jumps, Zarya should become more of a dynamic character.
  • Buffed Zarya's ult gain from 100% to 150% This should offset Zarya's damage nerf. Zarya's Graviton Surge is an extremely low building ultimate in this gamemode since Zarya only has access to right click and rarely reaches high energy, so it would be unfair to make it build even slower.
  • Nerfed Genji's ult gain from 200% to 150%; Genji is still a great character in this mode, but his ult gain was a little too fast. Dragonblade is a strong ultimate with a high skill ceiling in this mode, and viable just for the speed boost, and thus needed a nerf to its build rate.

KTKGT
click to copy
10 months ago 1.0.0

This revision contains no notes

5CHX8
click to copy