New expansion stuff:
Path of Exile
So basically, they're adding a Labyrinth that's randomly generated but only once a day for everyone, so you can like explore it and tell other people the secrets you find and shit. You can only clear it once a day and if you die, you get kicked out and apparently you can't TP out either so no flask shenanigans. There's also a bunch of new traps, with hidden switches, secret passages, pressure plates and all that shit. There's also a 3phase boss fight that happens at certain points in the Labyrinth, and each phase builds on the previous phases depending on the state of things when you cleared it. For example if you leave some mobs alive or don't deactivate buffs on the boss before the end of the phase, the boss will have those things in the next 2phases.
Rewards are new unique "enchants" you can put on your gloves, boots and helm, chosen randomly within a specific pool of mods based on the difficulty. Stuff is like new effects on hit/kill on gloves(like cast on hit type of shit), conditional buffs on boots(like when affected by status ailment, take reduced damage or whatever) and specific skill effects on helm(example they gave was 20% for Discharge to not consume charges).
Other reward is 2skill point per difficulty to assign in new Ascendency subclasses. Each classes has 3 subclasses, other than Scion which only has 1. You get 6points to assign in those and they're basically a minor passive node into a keystone, with some path having 2points and some having 4 in a row(so you can do 2 2 2 or 4 2). All subclasses have themes, so it kinda limits class builds variety if you liked doing really weird stuff like caster duellist, but there might still be a general tree you can use. They revealed a bunch of subclasses, some are kinda expected(Necromancer for Witch for example which focuses on pets).
Only class they showed the 3 examples of subclasses for is Duellist, with one focusing on 2H stuff with strong stun nodes or passive melee splash on everything, one focusing on dual wielding with bleeding procs making enemies explode on death(yes like explosive blow, rip shitty skill) or block stuff like increasing block when you get hit and increasing dmg when you block(stacking everytime you block) and one focusing on general stuff with perma fortify, taunt stuff(including a damage taken debuff on taunted stuff) and a damage/movespeed permanent aura. In this design, you can see that 2 of the subclasses are very specific and only work for a melee duellist basically, but the last one can be used for other builds, though you're restricted. Still, perma fortify is pretty cool for any build.
Then the usual, bunch of new skills but they haven't shown any yet, bunch of new uniques making use of their new tech like conditional stuff with some synergy with the Ascendancy classes effects(like one of the ranger things make you Phased after you kill a mob, and one of the unique gives you movespeed while Phased).