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
An original RPG system where engagement optimization and passive-stacking theory dominate hard-mode encounters.

Optimization · Pure Optimization
A turn-based tactics game testing positioning and resource planning under hit-chance RNG.
Pillars of Eternity leans Optimization (Pure Optimization); Rebel Cops leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Pillars of Eternity
Real-time-with-pause removes all twitch pressure from the player
Rebel Cops
Aiming is point-based, not twitch reflex
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Pillars of Eternity
All AI opponents use fixed scripted behaviour trees
Rebel Cops
Enemy AI is scripted, not adaptive modelling
Rebel Cops leans a little harder on variance, though the gap is small.
Pillars of Eternity
Hidden enemy immunities and ability distributions require investigation
Rebel Cops
Hit chances and detection add real randomness
Pillars of Eternity leans a little harder on optimization, though the gap is small.
Pillars of Eternity
Per-encounter ability management and passive stacking define trial-of-iron mastery
Rebel Cops
Positioning, resource scarcity and turn planning decide missions
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.