The parts that strikes me as odd follow as "New key items will replace the "Timeless Hourglass" and "Perpetual Hourglass" items needed for entry." as well as the"The key items need only be obtained once. It will be made available at an affordable price via the Goblin NPCs presently dealing in hourglasses." Why this strikes me as odd is because I wonder how this new dynamis will work. If this is instanced (similar to bcnm) how will these "key items" control who can enter? For instance, group of 19 friends want to enter, how can they be sure those 19 friends can enter the same instanced. Or will the new dynamis be capped at 18 ppl per instance similar to KSNM99. If this will not be instanced will more than 1 group be allowed to enter the same zone? A lot of the info provided "Monster distribution will receive drastic revisions." and "Trigger items will be introduced as a new spawn condition for certain notorious monsters (NMs)" make me think SE will either make dynamis instanced while giving us less mobs, or give us a boat load more mobs allowing more groups to enter the same zone at the same time. I'm just curious/concerned about the future of relics and dynamis is all. So enlightenment can I have it? --- On a much more biased side note, I agree with Yopop on the note of not taking the speed bump out of dynamis. Some may say my reasoning is elitist or w/e, but I spent a lot of time and gil (can honestly say I never bought any) to get my relic. I had lots of support and friends help me get mine, but all in all I felt like I made a major accomplishment. I felt kind of shot down when SE brought out these over powered E.weps, but I have moved on and even started to make one of those. Just seeing more ppl get an easy ride to something that was so stressful to obtain is sad to see. So hopefully the degree of difficulty needed to obtain these items will be maintained even if they follow through with these adjustments. Simple logic follows the fact that If something is easy to beat you will only replay it so many times before it looses its hold. If you make the game too easy people will find less and less reason to continue paying for something that gives less and less return (value wise).