Let me be up front - I absolutely loved Divine Divinity, and have been a little bit disappointed by Beyond Divinity. I thought many of the changes were for the worse.

1. Transferring equipment from me to DK, or vice versa - this is a frequent chore to avoid becoming encumbered. Which is fine. What is NOT fine is that transferred equipment becomes equipped. I find it intensely annoying to have to go to DK's (or my) inventory and re-equip weapons and armour every time.

2. Loot gets 'lost' in walls: it's not a lot of fun when you've just managed to triumph in a major skirmish and then find that 25% of the loot can't be picked up because it has fallen into a wall.

3. Experience points - in DD, as one reached higher and higher levels, one got fewer points for killing lower level enemies, but still did get SOMETHING at least. In BD I am in Act 3 and am level 25. The creatures in the battlefields of this act are level 17. I am killing hundreds of foes and getting zero experience - which rather negates the idea of the Battlefields, right? Of course I'll still get xp for doing the quests, but the battlefields are SO tedious, I'm really ticked off not to be getting xp for killing all these level 17 monsters.

4. The skills system - imo, far, far too many different skills, considering that one only gets 1 skillpoint per level on the whole. There's just no opportunity to experiment with the various skills. I do like the intricate skills system, though: but what about giving 5 skill points when one levels up? That would add a LOT of fun to the game.

5. The beginning of the game - quite honestly, encountering those deathknight patrols so early on is a rotten idea, even with precious skillpoints wasted on SNEAK I couldn't sneak past them. I had to hack the starting stats and restart the game.

6. Crystal bag - the idea is a wonderful addition to the game, but I hate that there is only one bag. It would be far more fun if there were two, one could experiment more.

7. Charms - given that charms seem to be far more readily available in BD than they were in DD, and given that charms are such a great feature of both games, it's a pity that so few really good items and weapons in BD are charmable - it seems to me that most of the items with charm slots are low-level stuff.

8. The manual - the manual is truly pathetic. Where is the description of the effects of all the various spells? Where is the information about what sort of damage is inflicted by Power Arrows and Explosive Arrows? Where is there a comprehensive list of all the skills and a description in detail of what each one does? Larian, you did a great job of creating a complex RPG, but a lousy job of documenting its features for your users.

9. Gameplay - I've found that unless one follows the line of the Strategy Guide, some quests don't work. For instance, I explored a lot of the Black Temple Island, down and into the Rebel Camp, before I went into the Temple itself. When I did go into the Temple, quests there were not written into my Quest Log, and quest items were missing eg the book for Crazy Barnabus. Luckily I save often, so I could go back to the beginning of the Black Temple section and do things in the order the Guide laid out. But this is really not acceptable gameplay, is it?

You may not believe it after reading all these peeves, but I am a deep-dyed Larian fan, and longing for the next RPG.

Lotjie