I like a two hits and they're out ruling, similar to the zombie twitch death thoes. One instance of damage makes the minions bloodied, another instance of damage kills a bloodied minion. Crits automatically kill a minion.
Good things I like is that: 1. tieflings get to use bloodhunt against minions (something I felt lacking when I had a tiefling) 2. Instances of auto-damage are still useful but you will need to expend some energy killing them because they can react against it. 3. Abilites "with half damage on a miss" can affect minions. A criticism my friend playing a rogue with blinding barrage bemoans, alot.
Cons: 1. I do not know how temporary hit points should play into this. A bloodied minion who gains temp HP is no longer bloodied? So a health minion would need 3 hits to kill?
2. Also a hit of 3 splash damage from cleave is worth exactly as much as a 12 damage from sly flourish. So adding an addendum to crits automatically kill a minion, that an attack that deals more than X also auto-kill. But how do I solve for X?