With a good setup and a viable strat, fastest run was around 1hr 25mn, longer runs can take up to 1hr 45mn or so.
Do keep in mind that it takes a lot of time to figure out the best strats. Testing a new faction can take anywhere from 4hrs to 20hrs or so.
We never let anyone go in the fade. As a coordinated team we don't tend to die much but it does happen, and when it does we make sure that everyone resets their death count every wave by rejoining. On wave 5 we host migrate whenever failure becomes obvious (usually last man standing, dead tank, etc) to reset the wave. Death count for wave 5 varies; for demons I believe no one died. For Venatori I was the only one to die once, and for RT well we didn't complete it yet
Wait a minute. You're saying that the only way for you guys who beta tested the game to beat HB was for you to cheat...err...exploit the **** out of the join/rejoin/host migration loopholes in the game? Please tell me that you at least reported that series of exploits to the development team.
Now, that being said, I absolutely do NOT have anything against the difficulty level being so rough that experienced players with 30/30/30 stats, level 20 characters w/o BiS items cannot beat the difficulty without feeling that they need to resort to cheating. I do, however, have something against the development team leaving such loopholes in the game, to be exploited. In my opinion, if a specific player leaves a game, and re-enters it, that player should re-enter with the same level of used potions, incapacitated counts, and XP as they left with. No more, and no less. This should also be tracked across host migrations, as well, being reset only when the game begins on zone 1, or ends by either full party deaths, or victory after zone 5.
I realize that this is probably not a popular opinion, and that many of the top leader board players have abuse this since day one. However, it still sits poorly with me, and cheapens the difficulty level. Nay, it cheapens all difficulty levels.