head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, 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
Managing a survivor community's economy and risk under permadeath randomness.
Diablo IV leans Optimization (Systems & Chaos); State of Decay 2 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 IV
Clicking and dodging are light; gear carries you.
State of Decay 2
Combat is forgiving; stealth and swings need modest timing
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.
State of Decay 2
Zombies and hostile NPCs follow randomised scripts
Diablo IV leans a little harder on variance, though the gap is small.
Diablo IV
Loot rolls, affixes, and uniques drive every session.
State of Decay 2
Permadeath, infestations and survivor traits randomise each community
Diablo IV leans a little harder on optimization, though the gap is small.
Diablo IV
Paragon, aspects, and damage buckets are solvable theorycraft.
State of Decay 2
Base building, resource routing and survivor management drive survival
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.