head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Optimization · Pure Optimization
A pure loot-and-build treadmill where set-bonus optimisation and Rift pushing define performance.

Optimization · Pure Optimization
An MMO solved through efficiency routing with niche tick-execution skill ceilings.
Diablo III leans Optimization (Pure Optimization); Old School RuneScape leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo III
Greater Rift pushing has minor mechanical demand in builds
Old School RuneScape
Tick-perfect inputs in high-end PvM
Old School RuneScape leans a little harder on reads, though the gap is small.
Diablo III
No meaningful adaptive opponent; co-op is cooperative
Old School RuneScape
PvP wilderness has genuine read element
Diablo III leans a little harder on variance, though the gap is small.
Diablo III
Primal Ancient drops and set dungeon RNG drive the grind
Old School RuneScape
Drop rates and clue RNG drive economy
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo III
Set bonuses and paragon levelling are almost entirely solvable
Old School RuneScape
Efficiency, routing, and GP/hour fully theorycrafted
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.