Designer Kevin Wilson recently weighed in way at the end of a thread on the Sorceror King about potential upcoming changes to the Avatar battles (in the form of allowing the Avatar to place orders). This reminded me that perhaps I should post a set of Avatar battle changes that I have been experimenting with. Note that these are not just 'off the cuff' suggestions - I have been, and continue to, test them experimentally through extensive self-play.
1) The Avatar drops all threat and cards when the battle begins, but then begins to collect threat again as normal. This threat can be used as in Lieutenant battles (ie. 2 threat for 1 movement, or 1 boost). This change brings back the time pressure that normally prevents the 'snipe around a corner' tactics in Descent.
2) The Avatar has permanent access to the following abilities for the listed Threat cost:
Aim: 4 threat
Dodge: 4 threat
Dark Balm: 6 threat
These are to add strategic interest to the fight, reduce variance (the outcome really shouldn't depend on whether or not the Avatar misses his first attack) and prevent cheesiness like infinite-webs-stopping-the-Titan-from-ever-attacking.
3) Hero orders are removed when the Avatar fight begins. The Avatar fight should begin with a clean slate for both sides. Otherwise, the Heroes would always have guards and dodges on for the Avatar's initial attack
4) The Avatar's should receive more than 2 HP per conquest earned in the Final Keep. I haven't settled for sure on what this number should be, right now I'm thinking around 5 HP per conquest is appropriate. Gold-equipped Heroes simply don't take many casualties, and they can also do a ridiculous amount of damage, making 2HP per conquest completely insufficient.
I have been testing these changes using the Spider Queen and the Hero party from my group's recently finished game, where they soundly defeated her. I re-ran the battle at increasing levels of hero 'upgrade,' where 1 upgrade is defined as one extra skill/2 dice/secret master training for every Hero. As to which upgrades were selected, I used the progression that the Hero party had used in our game, which I make no claim to being optimal, but which was certainly sufficient to easily crush me. In our actual game, the total upgrade level of the party was 9.5 by the end (.5 = 1 power die instead of 2). For the tests, I also assumed the Spider Queen had every relevant Avatar upgrade. For each level of Hero upgrade, I then recorded the amount of bonus HP (due to Conquest in the Final Dungeon) that the Avatar WOULD have needed to win the fight. The results look something like this:
# Hero Upgrades Bonus HP Needed
0-3 0
4-6 60-70
7-8 150-170
9 300
Finally, I also had played out the fight using the original rules and the final upgraded strength of the Heroes, and found that I would have needed 1100 bonus HP to win the fight. So the rules I've suggested definitely make a major difference, but in a very reasonable direction I think.