I got the Pineapple (yessssss) for S-ranking Riki's restricted challenge. "A Shaggy Dog Story." It's not as hard as Dunban's restricted challenge, what worked for me was to have the party target 1 enemy at a time and load them up with all Riki's damage over time moves - poison, ice, and bleed, and then have everyone target a different enemy while those effects are working, load that enemy up with DoTs, and switch again. Just watch out for Shulk dying cause he's super squishy. Nice to let him get aggro for a bit though so you can get bonuses for hitting the enemy in the back.
I feel like this needed more time in the oven, optimization, and budget, visually.
One thing I noticed as I was testing it is that if you fast travel to any point in whatever huge area you are in, say from part of colony 9 to a different part, you warp there instantly in the blink of an eye, there isn't any loading delay at all, although a symbol does appear in the left corner. But if you travel from colony 9 area to colony 6 area, an icon of the monado appears in the bottom right while it takes some time to load in the new area. It seems all the geometry from each huge zone is fully loaded in all the time when you go there. That's just not how you do things and make them look pretty. In Xenoblade X, which is visually a more beautiful game despite being on older hardware, everything loads in around as you zoom around, it's a different style of generating the map.
Can the new 'QoL' (dumbing down) mechanics be disabled? I don't wanna be shown a line to my target.
Yeah I play with the map off completely most of the time, it's awesome. And when I do turn it on I set it to just the exclamations. The dotted line thing can be turned off by deactivating "travel guidance." Not all of the improvements are dumbing down though, some of them are just better.