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 · Pure Optimization
A traditional turn-based JRPG where optimising skill trees and Pep power timing defines progression through scripted monster encounters.

Optimization · Systems & Chaos
Composing morale-aware armies and spell loadouts to solve scripted hex-grid encounters.
Dragon Quest XI S: Echoes of an Elusive Age leans Optimization (Pure Optimization); King's Bounty II 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.
Dragon Quest XI S: Echoes of an Elusive Age
Classic turn-based; no twitch input at any point
King's Bounty II
Turn-based hex grid; no timing inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dragon Quest XI S: Echoes of an Elusive Age
All monsters follow fully scripted AI routines
King's Bounty II
Enemy AI is scripted; unit targeting is fixed-priority
King's Bounty II leans a little harder on variance, though the gap is small.
Dragon Quest XI S: Echoes of an Elusive Age
Metal Slime encounter rates and rare drops carry meaningful RNG
King's Bounty II
Spell proc rates and random loot create variance across encounters
Dragon Quest XI S: Echoes of an Elusive Age leans a little harder on optimization, though the gap is small.
Dragon Quest XI S: Echoes of an Elusive Age
Skill tree routing, Pep power sequencing, and party healing economy reward planning
King's Bounty II
Army composition, leadership allocation, and morale management are planned
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.