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

Optimization · Systems & Chaos
An ARPG loot grind about chasing affix rolls to feed a damage-stack build.

Optimization · Systems & Chaos
A survival puzzle of rationing resources while mapping randomised anomaly rules.
Diablo IV leans Optimization (Systems & Chaos); Distrust leans Optimization (Systems & Chaos).
Diablo IV leans a little harder on execution, though the gap is small.
Diablo IV
Clicking and dodging are light; gear carries you.
Distrust
Isometric clicking under time pressure, never twitch demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo IV
Enemies and bosses are scripted; no adaptive opponent.
Distrust
Anomalies follow random rules, not adaptive minds
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo IV
Loot rolls, affixes, and uniques drive every session.
Distrust
Procedural stations, hidden anomaly rules and sanity warps dominate
Diablo IV leans a little harder on optimization, though the gap is small.
Diablo IV
Paragon, aspects, and damage buckets are solvable theorycraft.
Distrust
Resource triage and sleep management are solvable systems
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.