head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Competitive PvP
Class-based battlefield brawling where picking counters beats raw skill.

Execution · Competitive PvP
Reversal-timing wrestling exchanges with a thin layer of versus-human guessing.
The Lord of the Rings: Conquest leans Execution (Competitive PvP); WWE Legends of WrestleMania leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
The Lord of the Rings: Conquest
Class combos and timing carry battlefield skirmishes
WWE Legends of WrestleMania
Grapple chains and reversal timing windows decide exchanges
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
The Lord of the Rings: Conquest
Multiplayer class counters involve light human prediction
WWE Legends of WrestleMania
Versus humans, guessing reversal attempts adds a thin mind game
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
The Lord of the Rings: Conquest
Objective maps are fixed and visible
WWE Legends of WrestleMania
Outcomes follow inputs with little randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
The Lord of the Rings: Conquest
Class-counter knowledge and objective sequencing are shallow
WWE Legends of WrestleMania
Move chains and match-type knowledge are shallow but present
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.