Sidestepper wrote:I'm a little surprised that you would consider skipping the venom ward, seeing as how you used to be the patron saint of conversion tactics. I know that orcs don't have stacking damage anymore, but conversion is still really strong for any race.
Well it depends on what approach to minimalism Darvin's looking for, really. There are 3:
1) Using the minimalist unlock as an effective limmitless number of veto slots as a means to an easy speedrun.
Which is what I originaly started out with, but ended up being the the patron saint of CP by accident which involved GG being both the most powerfull overall god mechanicaly and the most unversaly rewarding CP deity and TT giving out tons of cash to by CP junk with. Orcs conversion rates were more of an afterthought
2) Using it as a planned attempt to rig the shop system to boost CP strats.
In which case what you unlock would look more like what you're suggesting than Darvins original list, and I agree with you on the Rock Heart and both wards, except I'd screw the Elites completely since they don't mesh well with this at all and I'd probably add Venom Dagger to the unlocks pool.
3) Using it as a planned attempt at making QI an extension of your locker:
Which kind of looks like what Darvin built his list for and he seems to be looking to make it the most dependable recreation of an in-dungeon locker imaginable, in which case he'd want to limit it the best he can, in which case I sort of pointed out what might not be necessary. Since he didn't specify what build he wanted to optimzie the most, I just thought what I wrote was the way to go.