As perhaps several players on this forum, I dislike how the game ends. It is either right in the middle of the action (i.e. the sixth seal) and therefore a bit frustrating or even worst concludes with a hundred a dice rolls that are blows against a gigantic unspeakable god (i.e. the so-called final battle). I think the goal of such a rich game is even not satisfying since it focus either on clues only (for seals) or on weapons and offensive spells (for the final battle) with which several investigators are not good at.
Therefore, I have been working on a new game end that 1/ is always paroxystic 2/ where all investigators can help and 3/ that difficulty highly depends on how investigators handle the game in most of its aspects (ie. terror, possessions, gates, seals, etc).
It plays in 10-15 minutes when the game enters the Final Phase. Obviously, it required some improvements on the wording, though the mechanics seems to work pretty well (as far as I tested so far) and gave much more satisfaction than the usual end (at least to my gaming group). So here it is, all comments welcome: