Diva Dan
New member
"Jules"
Build, Destroy, Repeat
Lore and Design
Jules is a college-graduate sculptor and self-labelled "natural talent". Despite soaring through art school and claiming superiority to non-artists, he still didn't feel satisfied. To achieve the perfect form, he sculpted a brand new form for himself and possessed it. Even still, he endlessly tweaks and mods himself to the point of instability. Jules will summon the patron to break his artist's block and achieve the peak form he doesn't even know he wants.Jules is donned with graffiti made to resemble a statue's version of a full body tattoo, and is wearing a used blue tarp and tool belt to mimic a Roman toga and sash. He wears golden jewelry and glasses, putting a slick twist on the tropes you'd expect on a pretentious classical art enjoyer.
A stone block levitates in front of him, giving him something to pound with his weapon- a hammer and chisel. He strikes the cube repeatedly to launch his bullets until it's gone, where he then pulls a new cube from the ground. His light melee is a quick swipe with his chisel, and his heavy melee is a massive strike with his hammer, like Venator's stake. The parry makes Jules strike a flexing pose.
Final Thoughts
I wanted to design a hero with a strong focus on mix-and-match combos, requiring you to be crafty and play positionally to take full advantage of the kit. Everything here has multiple use cases- the projectile can be dry-fired or used synergistically with the pillar, which allows you to choose a bullet build or a spirit build. The pillar can be used like a McGinnis wall and provide cover, but with more features at the cost of size- it can be used as an obstacle, can be climbed, and can be used for both movement or area denial when used with topple. The topple can be synergized with the pillar or used on its own, so it's useful even when the other skills are off cooldown. Finally, the ultimate basically enables a way to use and abuse all of your skills like you're playing a sandbox game. You can rapidly dish out combos and bullets, and after the final AP upgrade, you can spam any particular spell you wanted. Rushing the final AP wouldn't be too OP, since it relies on your other skills- spamming little pillars and crappy topples won't mean so much, so it would be fun to see this AP spent toward the end of a build when every ability is at its strongest! To balance the skills outside of the ult, it would make sense for them to all come with decently lengthy cooldowns.
Let me know what you think of the design, both from a gameplay and art standpoint!
(Thank you Tianes for help with designing Jules' hair and stache, as well as coming up with the name!)











