If their goal is to make the most rewarding way to play the game "kill and loot everything you come across" rather than "reset over and over killing one thing" or "run past everything and loot chests" then why did they ever remove NV? Actually, let me fix all of their woes. No more nerfing every new run that crops up until the world is barren of chests and bosses drop only gold. Just combine the old NV with the new pity legendary idea and be done with it.
Specifically:
1) Reduce base legendary drop rates and XP across the board
2) After killing (3-5?) elites / x00 non-trivial mobs / completing (3-5?) events you gain Nephilim Lewtism
Nephilim Lewtism: Static XP buff with a stacking legendary chance buff (with diminishing returns)
a) Every elite / event / x00 non-trivial mob kills increases the loot buff. Higher difficulty levels increase the # of stacks gained significantly.
b) Stack count is persistent across games, however starting a new game requires #2 again to regain the buff
c) A dropped (non-guaranteed) legendary resets the stack
d) pity legendary timer remains as a backup, and is active when Lewtism is active
e) (optional) Lewtism buff is required to receive a cache from bounties
There, the most rewarding way to play the game is now playing a game of reasonable length where you kill, break or open everything you come across on the highest difficulty you can manage. No need to nerf every static named, breakable and chest in the game one by one, nor do you need to play "elite hunt" like the old NV because killing trash also builds the stack. You are properly rewarded for playing on a higher difficulty, and never feel like you are gimping yourself by playing the game in the most entertaining way rather than doing boring 60 second reset runs.
So, any holes I need to fix?