Divinity I had a larger amount of customizable hotkeys. This was an area that was skimped on in Divinity II. Only 8 spots meant a lot of pausing and opening up context menus to use consumables, or alternatively, spells. Very limiting. Also, having a large amount of hotkeys or a large quickbar isn't necessarily an MMORPG thing. Dragon Age, for example, had a simple and elegant quickbar that you could expand to the width of your monitor. Even with all its tactical, pause-and-issue commands style battles, gameplay was more fluid in Dragon Age because you had real time access to all your spells, talents, and consumables.