The general chance for an Ancestral item to drop has been increased.
The minimum roll for a Legendary affix on an Ancestral item is now equal to the max roll of a non-ancestral item.
Compasses now stack, based on tier. Maximum stack count is 99.
A new option in the Training Yard has been added to toggle damage variance on and off.
The Infernal Hordes Gold Chest now rewards more Gold.
The general chance for an Elixir to drop from Elite monsters has been reduced.
The overall drop chance of Gem Fragments has been reduced.
//Tohle je zajimavy
Items that have affixes that are class specific are no longer class-restricted. Instead, the specific affix is now class-restricted.
Developer’s Note: Any affixes that are inactive due to being incompatible with your class will be explicitly called out as disabled on item tooltips.
Items and affixes that are not usable by your current class will explicitly denote which classes can use them on the tooltip using class iconography.
The following list details what affixes are now class restricted or have had the class they are restricted to updated.
Developer’s Note: Most of these affixes are from class-specific Tempering recipes. To acquire them on other classes the item must be tempered by the class that has access, then transferred.
Restricted to Barbarians
Damage to Injured
Damage with Dual-Wielded Weapons
Damage after Swapping Weapons
Restricted to Necromancers
Ultimate Cooldown Reduction
Damage While Fortified
Blood Orbs restore essence
Restricted to Rogue
Damage to Poisoned Enemies
Lucky Hit: Chance to Daze
Bonus Maximum Life while Dark Shroud is Active
Restricted to Sorcerer
Bonus Fire Damage
Bonus Cold Damage
Bonus Lightning Damage
Damage to Frozen enemies
Increased Freeze Duration
Damage to Immobilized Enemies
Lucky Hit: Chance to Heal
Restricted to Barbarians and Necromancers
Thorns while Fortified
Restricted to Barbarians and Sorcerers
Bonus Crowd Control Duration
Restricted to Barbarians, Necromancers, Druids, and Sorcerers
Casting Ultimate Restores Resource
//Tohle je ten boost minionu ?
Summons and Minions Update
All skills that summon entities, such as Necromancer Minions, Druid Companions, Sorcerer Conjurations, are now all tagged as Summon skills for consistency across classes.
Added the Summoning Skill Tag to Druid Companion Skills, Sorcerer Conjuration Skills, Rogue Shadow Clone, Barbarian Call of the Ancients, in addition to Necromancer Raise Skeleton, Golem, and Army of the Dead.
Units created by these Skills are now collectively referred to as Summons.
All damage from Summons is attributed to the player's character, rather than the Summoned unit.
Updated wording on various effects to use the new Summons terminology where appropriate. Many effects still interact only with the class specific version of these Summons.
Updated wording on various effects to remove "You and your Summons" where it is now redundant to specifically call out your Summons.
Developer’s Note: Summoning Skills have behaved inconsistently across the Classes, making it hard to know how to scale their damage or what effects would interact with your Summons. This update aims to standardize their interactions across the board by attributing the damage they deal to the player, rather than the Summoned unit. This means that damage from your Summons will be able to trigger all of your Lucky Hit effects, and interact with all of your damage modifiers, multipliers, and triggers. Note that effects such as Ring of Mendeln still properly increase their damage output based on the damage bonuses you have for the specific Minion type that triggered the effect. Additionally, specific changes for Necromancer have been implemented to reflect these changes, which can be seen above in the relevant section.