The new divine favor allows some new strategies for the advanced campaign.
At first, I have to say that I really don’t like those strategies because I think they’ll kill the play-style of Descent. But I want to demonstrate those strategies in order to illustrate why exactly I think Devine Favor is a concept that leads in the wrong direction, especially in the current version (conquest-value-decrease down to a minimum of 0).
Strategy: 2-conquest-value-heroes only
At the start of the campaign, you only pick heroes with a conquest-value of 2.
As soon as the OL goes in lead with 50 conquest points, he can’t earn one single more conquest token at all (until the heroes earn some more XP, of course). The heroes can play all dungeons without fear of getting slaughtered, because if they get slaughtered, there is no use for the OL.
They can grab all treasures without fear, they can take any risk they want because it isn’t a risk any longer. When they die, they will simply come back and nothing more happens. No penalty at all.
Moreover, the OL can never lead with more than about 53 conquest points (a group kill after leading with 49 CP. All right, there could be a group kill with tons of curse tokens, but the probability isn't high.). It’s a natural limit for the Avatars hitpoints at the end. The worst score at the end will be something like 327 to 274 – no matter how good the OL plays. You can start to count the hitpoints for the final fight right now, and the result doesn’t seem bad for the heroes.
My personal conclusion: I don’t like this system, I think it is to easy to abuse it. Think how frustrated an OL will be, knowing he can’t earn more XP in a dungeon than the heroes after he gained the lead.