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

Optimization · Systems & Chaos
Managing RNG-driven combat while solving the underlying base economy and research tree.
Diablo IV leans Optimization (Systems & Chaos); XCOM: Enemy Unknown 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.
XCOM: Enemy Unknown
Turn-based; no twitch inputs; cover placement has mild precision
XCOM: Enemy Unknown leans a little harder on reads, though the gap is small.
Diablo IV
Enemies and bosses are scripted; no adaptive opponent.
XCOM: Enemy Unknown
Aliens follow scripted AI, never model your specific habits
XCOM: Enemy Unknown leans a little harder on variance, though the gap is small.
Diablo IV
Loot rolls, affixes, and uniques drive every session.
XCOM: Enemy Unknown
Hit chances, crit rolls, and mission spawns create constant RNG swings
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo IV
Paragon, aspects, and damage buckets are solvable theorycraft.
XCOM: Enemy Unknown
Squad composition, research order, and base economy are solvable
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.