head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Systems & Chaos
A mining-themed survivor roguelite where picking weapon upgrade synergies to outlast escalating bug swarms decides runs.

Optimization · Systems & Chaos
An ARPG loot grind about chasing affix rolls to feed a damage-stack build.
Deep Rock Galactic: Survivor leans Optimization (Systems & Chaos); Diablo IV leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Deep Rock Galactic: Survivor
Movement positioning matters; auto-fire reduces precision demands
Diablo IV
Clicking and dodging are light; gear carries you.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deep Rock Galactic: Survivor
Bugs follow scripted swarm patterns; no adaptive opponent
Diablo IV
Enemies and bosses are scripted; no adaptive opponent.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Deep Rock Galactic: Survivor
Weapon and upgrade pool randomness shapes available build paths per run
Diablo IV
Loot rolls, affixes, and uniques drive every session.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Deep Rock Galactic: Survivor
Upgrade synergy selection and weapon combination planning is the main skill axis
Diablo IV
Paragon, aspects, and damage buckets are solvable theorycraft.
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.