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  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106004#Comment_4106004

    Thats a possible solution for that particular problem, but theres plenty of others. We have several killers that are good at guarding totems. Do we make singularity cameras see a black box around the totems and Artist crows scared to fly near them?

    Here's an interesting one I saw recently. All shaking thunder is kinda garbage most of the time since you're kinda relying on taking a chase near a drop-off. If you use it on someone like Freddy however, you can trigger it and teleport across the map to USE it which kinda negates its drawback.

    I agree that changing base game mechanics to work differently for different killers would not be the most popular solution. But given the fact each new killer has more and more at their disposal, the imbalance is only getting worse. Aura reading on Nurse and now the Judgment is of course way too strong, and you can't rely on players to be 'nice' or play fair by not equipping them. Maybe something like those killers have 50% shorter aura read would help in some way. Who knows.

  • They have changed it to 10 seconds, it is currently in the PTB.

  • Agreed, and they are making some big changes soon. What I don't understand is that they change the basekit unhook protections alongside a new killer that does not hook. There is no opportunity to even test these things.

    Self Preservation was a good change, it's nice to have one person at least on the team who has a counter to such aura perks.

  • It's a different game mode and it's meant to be… different. Not "a bit darker and I can 4k anyway". When killers are playing the role of a creepy in-the-dark killer, hiding behind things and grabbing survivors, it's fun. A BP multiplier would be good, though.

    Lights out has proved to me one thing though - Jason can win with no perks and his eyes closed, easily.

  • I played about 40 matches each on both roles. Overall it was good - towards the end there seemed to be more tunnelling/slugging though. As killer it was sometimes annoying since a lot of survivors brought flashlights, but mostly it just helped me practice avoiding flashlight saves.

    I had one match where a Jason fell for Mirrored Illusion like 5 times in a row, that was funny 😅

    Unfortunate combos: On survivor I got No Mither + Deadline; on killer I got Rapid + Beast of Prey 🤷‍♂️

  • I thought it was a bit strange that The Judgment has the exact same voice line as Henry - "I am inevitable"

    I don't mind voice lines as they are now, and it's a nice touch when your survivors talk to each other.

    However, when they are adding voice lines to the OG survivors, I want to be able to turn those off. And if they replace the screams and other sounds like they did with Steve, I am not sure I could even play anymore.

  • @AliceNull said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104678#Comment_4104678

    Its not really good for hiding hooks even in solo queue, in the vast majority of cases the hook bubble is more than enough to be able to remember where someone is on the map regardless of if you're affected by Third Seal or not. The usefulness in slugging is definitely true, but most of the time mass slugging is more powerful just committing to lethality and information anyways, and Third Seal is removable from the start of the match. It would be a lot better for blindness to just not affect slugs than to nerf a perk that isn't strong enough to warrant it.

    This might be true for experienced players who know to pay attention to the hook location, but the aura is there for a reason. I've died on first hook a number of times when this perk was in play in solo queue. Thankfully it is not used too much, it's a nasty perk.

  • @Rogue11 said:

    I've heard several times how gen regression / slowdown perks have been nerfed so hard that they're all basically useless. Yet, from official/unofficial stats and personal experience, they are still incredibly popular. So I decided to list them out and compare their original effects to their current effects to see just how "useless" they are. I also threw in a column for any changes in patch 6.1, as it is largely agreed to be the most consequential balance patch in the game's history. All values were taken from

    https://deadbydaylight.wiki.gg/

    as it seemed to be the most comprehensive as far as perk history and updated to current patches.

    https://us.v-cdn.net/6030815/uploads/XAOJ4E4CBCE7/image.png

    Overall, I find the reports of the deaths of gen slowdown perks to be greatly exaggerated, with them only appearing nerfed when compared to a single period of time when for a few months, killers could indefinitely stall matches (gen kick meta).

    Note: Some perk changes are omitted as there have of course been many smaller balance patches over the course of the game. This includes some significant perk states such as 200% regression Ruin. I didn't want to create a spreadsheet with 20 columns, and whether its 150 or 200%, the current Ruin remains stronger than its original.

    Pop was a definite buff in 9.5.0, it now always applies 18 charges of damage (on a normal gen with no BNP etc).

    So on a generator with 89 charges that is 20% regression, but on a generator with 18 charges it's 100% regression and the gen is back to zero.

  • @AliceNull said:

    Its different to knockout because it works on all aura reading, and doesn't affect crawl speed or recovery - plus you need to apply it first, and its a hex. Knockout was way, WAY more of an issue, even compared to people trying to slug specifically with third seal. Windows is the most popular survivor perk in the game across almost all regions, and there are a decent few other perks that aura read from the survivor side that see play, so theres a real benefit to having blindness as an option to commit to.

    Yeah but Third Seal is not used to stop survivors seeing windows, it is used so they can't see their teammates on the ground or on the hook, leading to everyone dying pretty quickly in solo queue. If they reduce it so that it is only the last 3 survivors instead of 4, it would be much better.

  • @sizzlingmario4 said:

    Buckle Up. When paired with another perk that allows you to recover on your own, the effect works on yourself when you fully recover. So you can get up with UB or Exponential and get a massive speedboost with no scratch marks for a few seconds and completely ruin the killer's slugging pressure. It doesn't work with Conviction though

    It did work with Conviction until a few weeks ago :(

  • Third Seal is already a horrible Hex that destroys solo queue, so if anything it should be nerfed.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104298#Comment_4104298

    Yeah, but 5% regression on a generator and .25 charges a second regression is not nearly enough when killers need a perk that on hook regresses 20% instantly 4 times in a match, and maybe another perk to increase gen kick regression after every hook to a total 20% in order to consistently do alright in normal lobbies. It could be small, like increasing basekit to 7% regression and 0.35 c/s, but it should be changed. And I'm a survivor main

    It's already fine as it is, also needing 5 charges progress to stop the regression. Pop was buffed significantly. The new perk Lay Waste, as well as Call of Brine buff will be more than enough regression power…

  • STBFL has been buffed to -5% in the upcoming PTB 10.1.0. So now max stacks will be 40% reduced cooldown instead of 32%.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104225#Comment_4104225

    They generally run perks that are reliable. That doesnt mean those perks need nerfs or are OP. You have many perks that are VERY commonly used on specific killers, but a list like this is only going to show you what's commonly seen amongst the majority of the roster. Being number 1 on this list doesnt mean its OP, just that its useful for most of the roster unlike something like STBFL.

    I never said that the most used perks need a nerf or are OP. You were claiming that the most used perks were not necessarily effective, which is technically true, but Pain Res is not exactly a funsies perk, it is very effective and that is why it is the most used.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104151#Comment_4104151

    Those stats are showing popularity, not effectiveness. Chances are animatronic, Wesker, Huntress, deja vu and windows arnt all facing nerfs because of popularity either. Ghoul... maybe, lol

    Since when are killers running perks that are not effective?

  • Would be good to have like 10 presets you can apply to any survivor/killer, and another 10 individual presets.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103738#Comment_4103738

    That's an interesting theory. I reckon that the survival rate of shane supports that too. He has a good 10% better escape rate on the asian servers as well. Also indicates killers are a little less tunnely there.

    Well I think many Shanes were doing adept (I did too) - so maybe playing more for the (hatch) escape.

  • @Carth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103317#Comment_4103317

    You make really good points! Overall I guess the real reason I dislike this line of thinking is it provides the perfect backdoor to get out of any argument you dislike, if someone provides proof you can claim its fake, if someone does not provide proof you can handwave it away as an anecdotal experience and not representative of the whole. It's a perfect backdoor to arguing.

    Yeah this is why misinformation and "fake news" is so powerful - not only is it incorrect, but sows enough seeds to erode trust in all sources of information.

  • @Linkdouken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103904#Comment_4103904

    Putting off solo Q teammates from saving is a fair argument but the incentive is and will always be to make sure your team is still alive to help each other escape and of course bloodpoints.

    Bad teammates will always be bad teammates but okay, let's say it is too off-putting if in an injury was the price, then there should be an alternative such as a debuff like a timed gen speed penalty to those who were exiled?

    In the current state the Judgement certainly looks like it needs more reward for hits with Divine Light as seeing the aiming makes it a bit too easy to avoid. The speed of putting them into Exile isn't much of a reward if they've spend longer trying to get a hit than if they M1'd especially when survivors are saving time by saving everyone at once too

    Isn't the reward for hitting them with power also that they are injured and gain heresy at the same time? Unlike Nemesis, Krasue or Henry for example.

    Also, everyone that has heresy already regresses generators unless they hit a great. Basically you can't repair.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103859#Comment_4103859

    Except that's already a fairly good reason. It gets the killer back into the match instantly to keep applying pressure. I think people just straight up forgot how powerful remote hooking was during the anniversary event. Over the course of the match being able to save easily over a minute or even two of carrying someone to a hook is nothing to sneeze at. Sure there's the argument that you don't get access to pain res but ultimately you can just bring a different perk.

    Yes, no flashlight, pallet saves or sabo possible - and they get Killer Instinct on survivors who are also eligible for Exile, after sending one there. And their power is increased.

  • If you go to the "Drops Inventory" page on Twitch, the link next to the drop will take you to all participating channels.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103958#Comment_4103958

    yeah the issue is that 1. it affects you through walls and floors 2. the killer at the very least guaranteed sees you get on the chest and 3. the killer can close it again. if there are a large enough number of chests on the map, you might find yourself constantly getting aura read through walls or especially on 2 story maps through ceilings where you have no idea where the chest in question is, and even if you find it the killer could close it again. Not saying adding 1 or 2 chests would be a bad thing or make this overpowered, but once you start adding 3 or 4 it could be.

    That said though I do think that there should be 1 or 2 more chests per match, and personally i think Ace in the Hole should become basekit (or maybe with just one addon, or weaker odds). I think that would make killer perks that effect chests actually worth using and actually incentivize survivors to open chests.

    It is a good aura read for a few seconds, but there is no sound notification, so if you are not looking in that direction you don't see the aura.

    The survivor sees the debuff icon so they can be aware the perk is in play, and the range is 8 meters so the chest is in the same tile or you just walked past it.

    And yes the killer can close the chest, but once it's opened they can't see the aura of the opened chest. So unless it's the basement you can't keep track of where the chests are during the match so easily.

  • I saw some streamers also confused about how this perk works, since many perks increase healing speed and this one is healing progress. The activation condition is a bit convoluted and if you are not injured you gain nothing. And imagine missing a full heal while someone finishes the last gen just before you get to it.

    They should make it something more like: After completing a generator together, each person contributes 50% healing progress towards the injured survivors. So if 2 people are injured they get 50% each, but if only 1 is injured that person is fully healed. Healing after a gen pop happens a lot so players could understand the value. This way the Fruits of Your Labour are divided amongst those who need it.

  • It's a real shame that they stopped the Tome Challenges. When there is no event or modifier they provide interesting challenges to work towards at your own pace, encourage trying new perks/characters and have a "side quest" going during a regular match. Glyphs and the core memory challenges are also nice to have on the go. Like a previous poster said, the Quests are mostly passive and don't really challenge the player.

    With all the mechanics already in the current game, I hope that maybe some of the developers will take it upon themselves to keep this unique part of the game alive. I'm sure the community is more than willing to make suggestions in the same format as current challenges. Just bloodpoints is enough of a reward, even though it is satisfying to get a charm or banner that you like by completing the whole tome.

  • I hope they will keep writing the flavour text and add it to the "Bio" tab of the Survivor or Killer. It added so much to the perks, giving the thought and reason behind the perk and how it relates to the character.

  • I have not seen enough matches on the Asian servers to comment in detail, but in countries like Japan where society places importance on social and moral norms and values, I can imagine that playing DbD according to the intended mechanics is a high priority. So perhaps the lower Jason KR could indicate that hard tunnelling and holding M2 with a spear pointed at the hook, are not considered sportsmanlike or polite.

  • @BigWeeWee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103348#Comment_4103348

    thankq for the wiki quote but im almost postive it used to work a patch or two ago. If they did why remove this interaction…. just so more people run quad slowdown?

    The lines in the wiki were added 13 April 2024, so the intended effect is that it should not work. So it seems like it is an intermittent bug that allows it to work, not a buff/nerf cycle.

    Edit: Also see here for confirmation that it should not work - https://app.betahub.io/projects/pr-5642738318/issues/5422

    I guess the reason is that you can maintain control of your Thwack tokens with something like Spirit Fury, but you can't control when a survivor vaults a pallet in your TR.

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103548#Comment_4103548

    Can you link where they announced that they reverted it? It doesn't feel like they made any change, to be completely honest

    https://forums.bhvr.com/dead-by-daylight/kb/articles/544-9-6-0-patch-notes

    • Map weighting has been adjusted in order for maps to have an equal chance of spawning - Realm Repeat Prevention remains in effect.
  • @shozu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103298#Comment_4103298

    To think you boiled it down to that. What I was really playing at was not to unhook in my terror radius and actually think. Why would I not punish a dumb play? Forgot that I should run across the map at 110 to get pre ran as Trickster.🤯

    Well you get S Rank killer instinct now after breaking a few pallets, still works in Chaos Shuffle

  • Maybe it should block all windows when the survivor can see their auras.

  • Any news on making the media visible again? It makes it very difficult to use the system.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103331#Comment_4103331

    I must be the only one who loves the Swamps, in either role. For whatever reason I've always done much better than I have any reason to expect. I've done some devilish things with that small boat outside in particular! 😋

    Titanic Tech mention! 🚢

  • @Cornil said:

    They need to just revert it. The system should pick a random map because the map is what you actually play on, not the realm. Nostromo and Toba Landing are in the same realm, for example. So every time you get that realm, it rolls a 50/50 between which map it will be. Which means you barely ever see specific maps from the original 3 realms (MacMillan, Autohaven, The Farm), and instead you see RPD for the tenth match in a row, or the one variant of Badham Preschool 500 times.

    Maps should all be equal pick chances. They removed the 2nd variants of all those original maps, like the MacMillan Estate ones, so why not add those back and have it roll a 50/50 chance on which variant of that map it is when those get pulled? It would add 1,000 times more variety than the current map rotation of non-stop single-map realms

    A couple of months ago the system was updated and now all maps have an equal chance.

  • Windows does only 1 thing, how could they even nerf it? I'd say be glad that's all it does.

  • Hope, Syringes, Styptics - these alone will have made an enormous dent in survivor performance. Fast Track - should have just been reverted. I just got it in Chaos Shuffle and it is a complete joke now. Cross Examination we can't even consider as we did not get a chance to try it properly.

    There are also a number of shadow/undocumented nerfs that have not been addressed yet but do greatly affect gameplay. Examples include difficulty in throwing pallets, stolen/missing prompts, getting hit much more frequently through pallets, delay when fast exiting a locker.

    Not to say that a couple of new survivor perks haven't been good, like Five Moves Ahead, and perks with Elusive status have made stealth more of an option again.

  • From the wiki:

    TWHACK! triggers regardless of how a Breakable Wall or Pallet is broken, as long as the destruction is caused by the Killer.

    This excludes a Survivor breaking it by vaulting it while Dissolution is active, as it is the interaction of the Survivor that triggers the destruction, not the Killer, despite it being a Killer Perk.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103333#Comment_4103333

    No mither is an insane disadvantage, if I'm not playing trapper you will be out the game insanely quickly because nothing stops me from hitting you once 3 times and just tunneling you. Also even if you're able to loop for longer you will waste a lot of palettes so you'll make the game harder for the rest of the team. Oh also no blood is completely irrelevant because I still hear you, no mither doesn't make you quiet just 75% quieter, and also why would I slug a free tunnel I can get out in sometimes 2 minutes if the survivors are generous? xD

    To even say something to the initial post:

    I don't think it makes sense to be able to choose addons yourself because it would go against the point of everything being random. While I agree that it also doesn't make sense to let survivors choose their item, I'm also okay with it because they don't have any protection against tunneling or slugging - most people bring flashlights anyways.

    Have you not thought of seeing the No Mither player and thinking "Oh they got No Mither, I'll go easy on them" I did that today, went after someone else first, and then gave the No Mither player an extra chance after the chase by leaving them on the ground to recover. Later in the game I hooked her twice so all good.

    P.S. No Mither is now 100% no grunts of pain..

  • @shozu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103309#Comment_4103309

    Haha, I'll take you're suggestion. When I played some surv games in Chaos, I had 2 teammates go down at shack and get hooked in basement. Safe to say the game was over from there. I ended up having to take the trade for both their hooks in basement.

    There are also a number of killer quests/tomes that require X amount of hooks in the basement. Killers may be trying to get their tomes done in a more casual mode.

  • Yeah but they might get a buffed med kit or one with no real use - styptic...

    Your healing slowdown is to injure them again.

  • As far as we have been informed, right now each map has an equal chance of being picked. The Realm Repeat will step in to stop you getting 2 Coldwinds in a row, but there is no differentiation between indoor and outdoor maps, other than the way we refer to them.

    I recommend bringing offerings that at least include maps you do like, for a higher chance of getting those.

  • @crogers271 said:

    I'm not going to be as blunt as @esarraf , but his point is correct.

    A game where the killer always picks up is a bad game. The issue with slugging is not and has never been 'survivors never want to be left downed'. It's been when slugging becomes the norm or a totally different way to win the game.

    If a game is meant to have strategy elements, which DbD is supposed to, then players should frequently be faced with multiple courses of action, where deciding upon what is the right course of action is based on various risk/reward factors. What you're proposing isn't killer agency, its the opposite, its setting a clear, obvious path of what they should always do.

    Survivors have a few risk reward elements at play here. The survivor being chased has to decide whether its worth it to go down on a pallet, or gain more time by dropping it/running through. The rescuing survivor(s) has to decide whether its worth the lack of gen pressure (or healing, doing a totem, setting up a boon, etc.). The end result of making pickups easier and sabos less likely is that survivors don't even bother going for preventing a hook (which is usually a bad play anyway, its just a lot more fun), instead they just do gens.

    The killer also has risk/reward elements - she has to decide between a quick pickup, checking for rescuers, which hook to go to, etc. That's all agency. You're actually exhibiting a type of agency right now - choosing a build to make a particular course of action more effective.

    Basically, this is why making hooking easier is not the solution to slugging. The goal shouldn't be to take away those game elements, but to balance them in a way that makes for engaging gameplay.

    Agreed, there need to be opportunities to save your teammates to make the game not completely hopeless for survivors. Pallet saves were already nerfed just recently and it took away part of the occasional opportunity to make a save. For me at least, I am rubbish at flashlights on controller.

    The reason perks like Fire Up and Forever Entwined are Perks, and build up their strength with tokens/gens is that very small number changes make a huge difference to the gameplay. If the possibility of a clutch flashlight save is permanently removed, it just means the teammates don't bother trying to save and instead sit on the generator. Which then leads to even less interaction, less time for the killer to get a hold on the match etc, etc.

    Also the basement is such an integral part of DbD, they could never remove it.

  • @shozu said:

    I've noticed that with this iteration of chaos shuffle, I and many other killers play killer drastically different. Without the looming thought of DS, sprint burst, and dead hard at the back of my mind, I can confidently punish survivors for their game throwing mistakes. Like punishing a forced body block hits by just waiting out the endurance. I've had so many games as Trickster(P 67) where I would hook someone and and walk away and within 10 seconds they would get unhooked. I'm a 110 killer, not Kaneki, why would I not go back to hook and tunnel when I haven't seen a glimpse of a soul elsewhere?

    Has anyone else noticed this?

    This sounds more like "Wow tunnelling is so much easier in this mode, now I know the survivors are more or less defenseless"

  • I like Chaos Shuffle because it means the killer needs a bit more skill to work with perks that are not the strongest, and it's refreshing to get perks as survivor that I don't use much but are actually quite good. Yes, killers can camp and tunnel but that says more about their sportsmanship in a game mode that is clearly meant to be more for fun. No perks or skill needed to circumvent the intended mechanics - and it will stay this way until tunnelling is so punishing for killers that doing so will always lead to a loss.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103287#Comment_4103287

    theres no reason to fake it or avoid it because them blinding you is an action that means you have a higher chance of downing them than if they didnt and had continued to work the loop or go chain the next one.

    when you pallet blind me i have a good chance of hitting you before you hit the chained loop as where i wouldnt if i had to move all the way around a rock and then spend 8 seconds chasing you down then you hit the next loop and repeat.

    Personally I am not that good at following while blind, but I've had it plenty of times where I looked to the side, avoided the blind and then caught them off guard before they made it somewhere else. Still developing my M1 skills so always room for improvement :)

  • It is annoying and invites the killer to chase them and get distracted. You can try faking the pallet break, and/or going around, and/or try short swinging when they camp a pallet. Or simply ignore them and find someone else. Sometimes I shake my head a few times and they understand… and eventually their flashlight will run out - good luck!

  • @Gozuthelivingdead said:

    Why is there no visual indication that a boon is active for killer?? Survivors get a indication that a hex is active with an icon, not have the same for killer when a boon is active? I'm aware that there is a sound, but that not really to easy to hear, specially for player with hearing issues.

    Understandable that it is frustrating, I think it would be fair for a debuff icon to appear at the same time as the sound cue when the totem is blessed. I must say that many killers don't hear the boons that easily and that makes them good in some circumstances. Usually you can tell there is a boon nearby if everyone you slug keeps getting up, though. I don't think boons are OP enough for extra visual indicators.

    When a survivor is Hexed they only see the first Hex perk's name briefly on the top right - there is no other information other than the obvious (like the gen regresses when you let go). There is also no sound coming from a Hex totem in order to locate it.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102959#Comment_4102959

    But if you can just override what's in the screenshot what's even the point of the screenshot? Why isn't there just a box where I can write "match 1: they all escaped trust me"? How can anything be this horribly inaccurate and even be known of, not to mention popular and commonly cited? I'm totally baffled by this. I knew it was bad but I didn't know it was this bad.

    That's why you can only use it as a general indicator. For example the builds and perk usage gives a reasonable idea of the most popular perks but the outcomes of the matches with those perks/builds cannot be seen as an accurate reflection of the strength of the perks.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102955#Comment_4102955

    Ah OK I see. The display was putting it on top of the globes for me. But doesn't that mean I could just change the status of a dead person to alive and warp the stats?

    Yes of course, it's all user-submitted data.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102945#Comment_4102945

    Ah, that's an unfortunate hole in my knowledge. Now I know. Unfortunate for accuracy too. So the personal survivor stats and Nightlight stats are equally inaccurate (depending on who uploads). Everyday I learn a new way Nightlight is inaccurate.

    I've actually been playing around wirh thier page today. I don't know if most people even know how it works (I didn't). The match upload looks like this:

    https://us.v-cdn.net/6030815/uploads/RMW29APN8UYE/screenshot-20260727-160041.jpg

    For some reason you can identify globes and bots for it manually even though it should be able to see it itself. It also doesn't indicate the fact there was a bot matters to anything so I'm not sure what that's for. They should at least allow a manual option to change an escaped bot to a death if that's incorrect but I don't see one. This page is truly pointless.

    You can click on the death/escape type icon to change it. Even includes options for Hatch and whether you gave it to them or not.

    It all depends on image recognition which is not always accurate due to the icon placement - things like the length of the survivor/killer name, player usernames can shift the icons to where they are not properly recognised. And the background is not consistent due to banners and the moving "running in the field" background.

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