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 · Pure Optimization
A turn-based RPG where relic substat variance and speed-tuned team optimisation define endgame performance.

Optimization · Pure Optimization
A theorycraft-dense ARPG about engineering builds through randomised loot and crafting.
Honkai: Star Rail leans Optimization (Pure Optimization); Path of Exile leans Optimization (Pure Optimization).
Path of Exile leans a little harder on execution, though the gap is small.
Honkai: Star Rail
Turn-based; physical input precision is essentially irrelevant
Path of Exile
Some dodge and reflex play, but build carries fights.
Honkai: Star Rail leans a little harder on reads, though the gap is small.
Honkai: Star Rail
PvE only with scripted enemy behaviour throughout
Path of Exile
Mobs and bosses are scripted; no adaptation.
Path of Exile leans a little harder on variance, though the gap is small.
Honkai: Star Rail
Relic substat RNG and gacha pulls drive character progression
Path of Exile
Loot, map mods, and crafting outcomes are heavily random.
Path of Exile leans a little harder on optimization, though the gap is small.
Honkai: Star Rail
Speed tuning, team cycle theory, and buff windows are deeply solvable
Path of Exile
Passive tree, crafting, and economy form near-infinite theorycraft.
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.