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Member
Posts: 124,726
Joined: May 2 2009
Gold: 92,887.69
May 5 2026 03:43pm
you could use xmousebutton control to bind click to your mouse wheel. people have been using it for a decade on poe just fine.
Member
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Joined: Mar 6 2013
Gold: 1,120.00
May 5 2026 07:14pm
Blizz spots anything related to image detection.
I often used some simple scripts to move mouse and click between coordinates with some randomized pixels/path/delays.

I ran that, for example to automate the infinite gold exploit, on and off for over 2 years. Never been banned.

This is not a guarantee.
Don’t take my word for granted.
But from my experience it seems that they’re not able to detect that kind of script that does not interact with anything else but your mouse and keyboard without image detection.


how does reading pixels get you banned over anything else you mentioned
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May 5 2026 08:21pm
how does reading pixels get you banned over anything else you mentioned


Scripts using vision are better at performing less predictable actions, but this comes with downsides...

They need access to the game’s pixels

A vision script has to constantly “see” the screen. That usually means:
Capturing frames from the game window
Hooking into graphics APIs (DirectX/OpenGL/Vulkan)
Or using high-frequency screen capture calls

From Blizzard’s perspective, this can show up as:
Unusual rendering hooks
Repeated frame readbacks from the GPU
External processes interacting tightly with the game window

Many vision bots don’t just passively capture—they also:
Draw overlays (bounding boxes, highlights, debug info)
Inject code into the game process to get cleaner frames
Use DLL hooks to intercept rendering

Anti-cheat systems are often designed to flag exactly these behaviors, regardless of intent.

Even if the script avoids injection, it still leaves traces:
A companion process constantly reading screen data
High-frequency calls to OS APIs like screen capture or window scraping
Suspicious combinations of tools (automation + capture + input simulation)

Blizzard doesn’t need to “see your bot”—they can detect that something unusual is interacting with the game in real time.

Timing correlation between “vision” and input
A vision bot works like:
capture frame → analyze → decide → act

That loop creates a subtle pattern:
Input events occur shortly after frame captures
Reaction times cluster tightly around processing delays

At scale, that can look like:
Consistent “perception → action” latency
Much tighter than human reaction variability
So even though it’s reacting to visuals, it can still look mechanically coupled in a detectable way.
Blizzard correlates system performance telemetry.

This is why, like I said, a simple humanized script moving/clicking repeatedly between 2 coordinates, with just a slightly randomized target and timing, is actually harder to detect than a much more sophisticated vision bot.
Member
Posts: 1,453
Joined: Mar 18 2008
Gold: 6,999.01
May 5 2026 08:40pm
Blizz spots anything related to image detection.
I often used some simple scripts to move mouse and click between coordinates with some randomized pixels/path/delays.

I ran that, for example to automate the infinite gold exploit, on and off for over 2 years. Never been banned.

This is not a guarantee.
Don’t take my word for granted.
But from my experience it seems that they’re not able to detect that kind of script that does not interact with anything else but your mouse and keyboard without image detection.


This. If you make it plausible to be human with random delays and mouse coordinates, good luck getting detected. This is how it works in offsec and defense. Lay low under the radar and make it as humanly perceivable as possible.
Member
Posts: 15,732
Joined: Oct 12 2021
Gold: 650.00
May 5 2026 10:38pm
Scripts using vision are better at performing less predictable actions, but this comes with downsides...

They need access to the game’s pixels

A vision script has to constantly “see” the screen. That usually means:
Capturing frames from the game window
Hooking into graphics APIs (DirectX/OpenGL/Vulkan)
Or using high-frequency screen capture calls

From Blizzard’s perspective, this can show up as:
Unusual rendering hooks
Repeated frame readbacks from the GPU
External processes interacting tightly with the game window

Many vision bots don’t just passively capture—they also:
Draw overlays (bounding boxes, highlights, debug info)
Inject code into the game process to get cleaner frames
Use DLL hooks to intercept rendering

Anti-cheat systems are often designed to flag exactly these behaviors, regardless of intent.

Even if the script avoids injection, it still leaves traces:
A companion process constantly reading screen data
High-frequency calls to OS APIs like screen capture or window scraping
Suspicious combinations of tools (automation + capture + input simulation)

Blizzard doesn’t need to “see your bot”—they can detect that something unusual is interacting with the game in real time.

Timing correlation between “vision” and input
A vision bot works like:
capture frame → analyze → decide → act

That loop creates a subtle pattern:
Input events occur shortly after frame captures
Reaction times cluster tightly around processing delays

At scale, that can look like:
Consistent “perception → action” latency
Much tighter than human reaction variability
So even though it’s reacting to visuals, it can still look mechanically coupled in a detectable way.
Blizzard correlates system performance telemetry.

This is why, like I said, a simple humanized script moving/clicking repeatedly between 2 coordinates, with just a slightly randomized target and timing, is actually harder to detect than a much more sophisticated vision bot.


Really interesting info here. Do you think blizzard would flag the infinite gold glitch as an exploit if you didn't randomize behavior slightly, but not flag the randomized version? My script for infinite gold was not randomized and my accounts are fine. And can they even distinguish between one pixel color lookup every few minutes and a screenshot taken every few minutes?

These aren't leading questions, I just don't know. So much of this feels like guessing which wild mushroom is poisonous and which isn't, learning only from past mistakes.

Also it's hard to believe blizzard is putting real care into cheat detection by analyzing "perception -> action" latency statistics when half the PTR updates had major bugs. And when they do flag you for suspicious behavior it's crude metrics like "# games created per hour".
Member
Posts: 10,955
Joined: Sep 8 2005
Gold: 2,193.50
May 6 2026 11:25am
Excuse me, cheat???

Using a macro that my Logitech mouse macro configuration allows, just to avoid doing 15.000 clicks does not, at least on my perspective of things, represent cheating, to be honest.


EA and DICE would beg to differ. There's much literature on it. Most e-sports companies would :rofl:
Member
Posts: 674
Joined: Mar 6 2013
Gold: 1,120.00
May 6 2026 02:13pm
Scripts using vision are better at performing less predictable actions, but this comes with downsides...

They need access to the game’s pixels

A vision script has to constantly “see” the screen. That usually means:
Capturing frames from the game window
Hooking into graphics APIs (DirectX/OpenGL/Vulkan)
Or using high-frequency screen capture calls

From Blizzard’s perspective, this can show up as:
Unusual rendering hooks
Repeated frame readbacks from the GPU
External processes interacting tightly with the game window

Many vision bots don’t just passively capture—they also:
Draw overlays (bounding boxes, highlights, debug info)
Inject code into the game process to get cleaner frames
Use DLL hooks to intercept rendering

Anti-cheat systems are often designed to flag exactly these behaviors, regardless of intent.

Even if the script avoids injection, it still leaves traces:
A companion process constantly reading screen data
High-frequency calls to OS APIs like screen capture or window scraping
Suspicious combinations of tools (automation + capture + input simulation)

Blizzard doesn’t need to “see your bot”—they can detect that something unusual is interacting with the game in real time.

Timing correlation between “vision” and input
A vision bot works like:
capture frame → analyze → decide → act

That loop creates a subtle pattern:
Input events occur shortly after frame captures
Reaction times cluster tightly around processing delays

At scale, that can look like:
Consistent “perception → action” latency
Much tighter than human reaction variability
So even though it’s reacting to visuals, it can still look mechanically coupled in a detectable way.
Blizzard correlates system performance telemetry.

This is why, like I said, a simple humanized script moving/clicking repeatedly between 2 coordinates, with just a slightly randomized target and timing, is actually harder to detect than a much more sophisticated vision bot.


yeah not if you use a camera to take pictures of the screen checkmate blizzard

for real though thanks for the info, ocr and image processing isn’t really my wheelhouse so didn’t realize it’d leave recognizable traces when capturing frames to analyze
Member
Posts: 1,732
Joined: Dec 8 2021
Gold: 65.00
May 6 2026 02:45pm
The Blizzard stance is

third-party programs interacting with the game can violate the EULA and may lead to account action.


‘Furmt
Member
Posts: 46,752
Joined: Jun 6 2015
Gold: 42,113.67
May 6 2026 02:45pm
‘Furmt


‘Firmed your ‘furmt
Member
Posts: 1,732
Joined: Dec 8 2021
Gold: 65.00
May 6 2026 02:47pm
‘Firmed your ‘furmt


T4t
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