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 survivors-like testing build synergy stacking against randomised upgrade offers.
Diablo IV leans Optimization (Systems & Chaos); Megabonk leans Optimization (Systems & Chaos).
Megabonk leans a little harder on execution, though the gap is small.
Diablo IV
Clicking and dodging are light; gear carries you.
Megabonk
Dodging dense hordes takes positioning but not twitch aim
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.
Megabonk
Hordes mindlessly converge on you
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.
Megabonk
Item and upgrade rolls shape every run's build
Diablo IV leans a little harder on optimization, though the gap is small.
Diablo IV
Paragon, aspects, and damage buckets are solvable theorycraft.
Megabonk
Stacking synergistic upgrades into broken builds is the loop
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.