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
Blizzard's mobile Diablo where loot RNG and paid gem systems drive character power.

Optimization · Systems & Chaos
Navigating AP-driven cover-and-overwatch combat while optimizing a mercenary island campaign.
Diablo Immortal leans Optimization (Systems & Chaos); Jagged Alliance 3 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.
Diablo Immortal
Touch-friendly combat with dodge timing
Jagged Alliance 3
Overwatch arc placement and AP budgeting require spatial discipline
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo Immortal
PvP battlegrounds exist but gear usually decides
Jagged Alliance 3
Enemy AI is scripted; no faction adapts to your broader strategy
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo Immortal
Legendary gem and loot RNG, heavily monetized
Jagged Alliance 3
Hit percentages, morale checks, and random patrol timing create variance
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo Immortal
Resonance, paragon, set optimization dominate power
Jagged Alliance 3
Merc hiring, sector control routing, and weapon modding are the optimization core
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.