Interacting with the key features of your app should be self-explanatory. A user tour, most of the time, is just a friction point. Eight-second-attention-span users do not like being told what to do and sitting through it till the end.

The only reason to think a user tour is a good idea is if you have actual data or feedback showing that some of the key features of your app are underutilised or do not convert. Even then, it is usually a better idea to revisit the design flows for those specific paths.

Most often, you will find issues in either the navigation itself or the hierarchy and layout. You can also fiddle with the copywriting.

Do what you can to make the learning curve as flat as possible and then A/B test the changes.

Your app should be so simple that even a chimpanzee could use it.

The exception is if there is something, or some variation of a user tour, where the user gets a reward at the end of it. Think video games where players get skins after completing a tutorial. In that case, make all of your users do it. Anything to improve the activation rate.