Divinity: Original Sin 2

Divinity: Original Sin 2

Menace Tanking System
86 Comments
Alexjits 14 May, 2023 @ 3:53am 
Does this work with Divinity Unleashed at all?
Five Tails 3 May, 2023 @ 1:11pm 
Is there any way to have a counter going. Tanking is very hard.
Kalavinka  [author] 30 Jan, 2023 @ 5:45pm 
Glad to hear it! Yeah I made the gain pretty big so you don't have to go 30 Wits 40 Strength or anything ridiculous
LunarSlayer 30 Jan, 2023 @ 5:38pm 
Honestly after using it for like 30 seconds, it's fine how it is lmao
Kalavinka  [author] 30 Jan, 2023 @ 4:19pm 
Menace does scale with damage, so you can honestly put a few points into Wits and the rest into Strength. It'll take a bit of experimenting to get a feel for the right threshold.

I don't have a way to change it, no - sorry. I designed it this way to discourage mono-stat builds, as well as to synergize with the Initiative gain from Wits. It's nearly always best for the party tank to act first.
LunarSlayer 30 Jan, 2023 @ 3:43pm 
Is there a way to set menace to scale with str instead of wits? Struggling to see why my heavy hitter would have to put points into wits just to protect people
brizdeer2000 8 Feb, 2022 @ 6:15pm 
i was able to fix the issue and able to use the mod but i found that summons don't seem to gain any menace value not sure if this is intentional or not but thought ide let you know
Kalavinka  [author] 6 Feb, 2022 @ 11:35pm 
Just Steam workshop things! Try restarting your game and it may have downloaded properly. If not, try LaughingLeader's mod manager https://github.com/LaughingLeader-DOS2-Mods/DivinityModManager

It'll automatically detect Steam workshop mods that haven't downloaded successfully
brizdeer2000 6 Feb, 2022 @ 6:56pm 
hey so ive been trying to download this mod and it shows up in my content folder but it wont show up in my mods list for the game is there a reason for this?
bladex07 18 Apr, 2021 @ 8:54pm 
Yeah, I agree with many. Really awesome design/idea. We are enjoying the pseudo tanking but still figuring out which/why X amount of menace is generated. But I have mixed feelings about the AI responding to wayyy across the map. It's probably easier just to make it flat but if there was an intelligence threshold. Less intelligence- target nearest (often attack menace target if they don't resist) and more intelligence had higher resistance to menace and then attack lowest/hp or MVP.
Feline Pawtism 6 Mar, 2021 @ 4:55pm 
I feel like I can confirm that something isn't working right here. Multiple times now it's seemed like my partner has pulled higher menace than me despite my best efforts, with no explanation why. The latest instance is the worst offender so far.

We're doing a paired lone wolf playthrough, using Divinity Unleashed. I'm stacking Wits like crazy, they've barely touched it.

Combat starts. I'm in the middle of a group of 6-7 enemies. I proceed to unload multiple damage and condition-applying AoEs, scoring between 15-20 menace per target per ability, easily pulling 350+ raw menace in a single turn. Partner turn comes, they fire a couple of AoEs into an untouched group of 3 enemies to the side, probably 20 menace per target per hit. Despite this, they gain highest menace.

Something about the math just isn't adding up. There's absolutely no way that the amount of raw menace they generated was anywhere close to mine (probably less than half), but the mod thinks otherwise.
bladex07 3 Mar, 2021 @ 9:12pm 
How does stench work with menace?
Zabelfrie 15 Oct, 2020 @ 3:13am 
So i'm playing with some Origin characters and I've tried to set Beast as my tank because Battering Ram, Shield Up, Shield Throw, etc. are all really good menace farms and I even set his wits up to 26-30 or so but my Lohse--whose wits are at 10--keeps managing to steal menace just with simple acts of casting Restoration and Teleportation. I don't know if this is intended or if something's amiss. Would love some advice for this.
Orionox 17 Sep, 2020 @ 6:14am 
Enraged could also ignore menace
Orionox 17 Sep, 2020 @ 6:12am 
Would it be possible to make this scale with leadership and countered by the enemies Loremaster skill? It would be interesting if leadership acted as a modifier (NOT A FLAT +/-) on the damage generated menace. It would be REALLY interesting if ontop of that, enemies with a high enough loremaster skill could ignore the effects of menace.... Also, would be interesting if another ability (sneaking/thievery/perseverance) acted as a stat to decrease your menance gains. Would definitelty be a more involved/complicated system than what is currently there, but I think i like how it would effect the game.
Nickamus 31 Jul, 2020 @ 1:18pm 
I see a lot of conversation about balancing Menace gains vs decay, what stat to use, caps, etc. Perhaps an ability that you can toggle for free to enable/disable menace generation, or apply a modifier to it, could solve the problem? Perhaps things could generate a static amount of Menace, and you could have a buff that either amplified it, or decreased it? That way the player has more control over who has aggro, and its not an arbitrary stat decision that doesn't necessarily follow logic or build choice. Wits is used a lot for archers - probably not your tank. Constitution has dubious value without other mods, so feels like a point sink. Seems untethering from attributes could bear fruit, if it makes sense code wise.
aaltair03 9 Jul, 2020 @ 9:24am 
Hi Kalavinka, I'm finding that as I progress in the game my tank is having a tough time holding aggro, even though her wits are higher than the rest of the party. Generally Sebille or Fane draw all the attention while my tank chases enemies all over the place. I know some skills create more menace and I do see an improvement when I use those, but the moment Sebille backstabs, that's it. I'm using the Valkyrie class mod and I even modified the story code file so that a few of those skills would generate menace, and it's still not enough. My tank has 20 wits while Sebille has 14, do I need a larger gap? Plus, I can't figure out how to increase critical chance for those characters without investing somewhat in wits. I feel like I'm missing something obvious, advice?
Boss Tripp 8 May, 2020 @ 3:33pm 
Any way to get this into gm mode?
Destruin 29 Mar, 2020 @ 5:22pm 
Is it possible to change the likelihood an AI goes for the highest menace target? As well is there plans to make menace proximity based rather than the entire battlefield? I love the mod but the range at which I can pull ppl off gives it less thought to me. No pick and choose of who the tank covers. - Another idea instead of proximity based is maybe tracking it by specific npcs rather than drawing every ai in combat even from the far reaches.
aaltair03 29 Mar, 2020 @ 5:41am 
I love the idea of this mod, I can't tell you how many times I've been in the weeds, flanked and ready, because I'm the tank so COME AT ME,BRO! But enemies are all "nah, think i'll go for this skinny elf with the little pointy knives and the wizard wearing no armor so waste all your AP trying to get to them or heal them, and then i'll deal with you.. Yeesh. And I think it might force the rogues to think a little out of the box and get creative with where their DPS is coming from. I haven't actually played it yet because i'm currently testing DU and want to get a handle on it before adding something else that makes big changes.
Kalavinka  [author] 23 Mar, 2020 @ 3:23pm 
I just posted that on this same comments page.

But yes, enjoy.
Chakraa 23 Mar, 2020 @ 2:35pm 
Chakraa 23 Mar, 2020 @ 2:28pm 
Is there a way to change WITS to CON to generate more Menace?
I build wits on all my damage dealers since it's the stat that gives crit chance.
It would give me a reason to build some nice CON on a tank :D
Kalavinka  [author] 14 Mar, 2020 @ 3:25pm 
Yes, con is useless in the base game because you can't tank with it. With this mod, especially with other overhauls for the game that tone down the oneshotting, you can tank.

And you've evidently never played a solo Retribution Con build in base game. It can be pretty hilarious.
DragynDance 14 Mar, 2020 @ 2:48pm 
Yes, and neither of those primary damage stats are constitution, which is a useless stat. If a character is taking vitality damage, 9/10 times they're already good as dead, regardless of how much health and constitution they have. Superior positioning, CC, and/or killing an enemy before they strike has always been the best "defense", that's why constitution would of been the superior stat choice for this, it would of created variety and given usefulness to the stat--the extra HP would be negligible and not even matter, it'd just be the extra threat it generates. Con has been pretty useless in every tactician/honour run I've done since they nerfed unstable.
Kalavinka  [author] 14 Mar, 2020 @ 2:15pm 
No, you need Wits and one of the three damage attributes for a damage build. Wits is a secondary attribute and only needs to be prioritised on one character.

Meanwhile, you would only need constitution for a tanking build with Menace scaling with constitution.

But it's up to you if that's the way you want to play.
DragynDance 14 Mar, 2020 @ 1:45pm 
The game is already balanced around stacking one stat to win the game, wits. This mod using constitution would create variety.
Kalavinka  [author] 14 Mar, 2020 @ 5:59am 
You stack Wits in builds where you want to go first and oneshot everything. You don't need a tank in that playstyle anyway, unless you play a mod like Divinity Unleashed, Epic Encounters 2 or Divine War that makes oneshotting things less of a core component of the game. But in those mods' case Wits isn't a staple anymore like it is in base game.

But you're still not addressing my point, either way. I don't get why you want to stack one attribute to win the game, but if you do, I've good news. Somebody already made a version of my mod that makes Menace scale with Constitution. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2020633889

Enjoy.
DragynDance 14 Mar, 2020 @ 2:49am 
So, instead of making a stat that is useless, constitution, useful, you decided to make the best stat in the game that nearly every build stacks the one that increases aggro?
Kalavinka  [author] 13 Mar, 2020 @ 5:40pm 
It scales off of Wits because if it scales off of Constitution, all you have to do is tank Constitution to both take aggro and survive everything that comes at you, facilitating an utterly braindead (and in my opinion rather boring) playstyle.
DragynDance 11 Mar, 2020 @ 12:06pm 
Why does this scale off of wits? This makes it entirely useless, as all of your squishy characters are going to be stacking wits. Make it scale off of constitution.
Leone 10 Mar, 2020 @ 1:18pm 
This mod would be amazing if it didnt go off of wits. i like wits on my rangers/archers. would also mean putting wits gear on my dps would be a bad thing. wits = crit chance. yes i know later crit chance is in abundance but in the early stages of the game its the only source of crit chance.
Spazz 7 Mar, 2020 @ 7:02pm 
Why does my archer always have the highest menace? Usually after one hit he easily surpasses my tank.
Sodaoczy 19 Feb, 2020 @ 8:46am 
also -menace skills get this character highest menace then on a tank using like 5 aoe skills in a single round cant get it back on a tank
Sodaoczy 19 Feb, 2020 @ 7:52am 
also we are doing aoe skills as a tank and make like 200+ menace on a tank and we do like 80 on a single target enemy and menace is on a dps not a tank
Taralash 19 Feb, 2020 @ 6:10am 
@Kalavinka Hello i have problem that my tank using many skills like Earthquake, Bouncing Shield, Blinding Radiance, Taunt etc with more wits than constitution generate less menance than my dps without wits using normal auto attacks or single target skills (no dots) how can i change values to help him keep aggro 8/10 times ?
Sodaoczy 18 Feb, 2020 @ 8:40am 
same problem as exodious
The Exodious 13 Feb, 2020 @ 4:20am 
i think i encountered a bug. my character(the tank) has much more wits then anyone in the party and plenty of aoe yet the other members of my party keep somehow having the most "menace". i generate around 120-200+ menace a turn and my party members generate much less(around 120 at most). im using divinity unleashed and playing online. i really like the mod but its been more then once where someone has stolen aggro with an ability that generates 30 menace when i know i have atleast 100 more. please help
Kalavinka  [author] 31 Jan, 2020 @ 2:39pm 
Cool! ETA: God knows when. I just tried to implement it and it came out buggy as hell for no apparent reason, so I'll be labbing that one for a while.
Bakkagami 31 Jan, 2020 @ 2:34pm 
Yes, I think that would go a long way toward minimizing some of the potential number clutter for sure.
Kalavinka  [author] 31 Jan, 2020 @ 1:33pm 
There isn't an easy way for me to do that Bakkagami, but I found the incessant number stacking very visually irritating. Would you be happy enough if I made the system instead total up the Menace you stack across, say, one second and then display the number gained once instead?
Bakkagami 31 Jan, 2020 @ 1:04pm 
Haven't tried this yet but I'm curious if there is an option to not show the menace increase numbers. I would like the system, especially alongside DU but think it would work great running behind the scenes so to speak.
Spazz 25 Jan, 2020 @ 12:57pm 
Will do
Kalavinka  [author] 25 Jan, 2020 @ 4:27am 
Work well? It was originally designed for it! Go nuts.
Spazz 22 Jan, 2020 @ 8:07pm 
Does this work well with your new mod, Divinity Unleash, in your opinion?
Kalavinka  [author] 22 Jan, 2020 @ 12:14pm 
Menace increases with wits. If your DPS have wits but your tank doesn't, they'll overtake your tank. Does your tank have wits?
Ellion Aurellius 20 Jan, 2020 @ 5:56pm 
(continued): I also had a fight where since my huntsman kept getting chickened, she finally lost aggro. Then she unchickened and gained 13 menace, and gained aggro back, but her turn was skipped. I then did the battering ram/bouncing shield on my tank, gaining over 200 menace, and did not gain aggro.
Ellion Aurellius 20 Jan, 2020 @ 5:56pm 
So I seam to be having an issue keeping aggro on my tank, even though his menace is definitely gaining faster. I was wondering if there would be a way for me to actually see total menace on a character to see exactly what's happening.

For an example of how my typical fights go, I am going lone wolf with a necro/warfare tank and a necro/hunstman DPS. My tank has higher wits, and will initiate with battering ram, bouncing shield, and an auto attack. Adding up the menaces I usually net around +180 menace

Then my huntsman goes, and she auto attacks three times, with a couple crits, she usually nets around 100-120 menace. She will then become "highest menace."

My tank goes again, auto attacks 3 times, and gains around 90 menace, but will not take back highest menace. From then on, even with turns gaining far more menace than my huntsman, my tank will not take aggro.
Kalavinka  [author] 19 Jan, 2020 @ 5:03am 
Strength, Finesse and Int would have meant a tank needs to build damage.
Constitution would have meant a tank got aggro for free with no investment of thought required, and it wouldn't have made much sense flavourwise.
Memory would have also had no correlation and would have left the tank with a lot of empty memory slots.
Wits makes thematic sense and also happens to be the stat used to raise initiative: it makes sense for the tank to go first and gather aggro to protect his team.

This choice was made to deepen the gameplay: rather than sinking all of your points into constitution, a tank has to consider how far to spread between Wits and Constitution. This also discourages a go-first-and-oneshot-everybody playstyle, since your first character will likely deal the lowest damage.
Moe 18 Jan, 2020 @ 8:27pm 
why does it scale with wit?