To toss in my own 2 cents as a newish player to this game so I'm fresh in the "learning" process, I can see both sides of the coin being discussed here. I ultimately feel there is room for improvement, but contrary to what some folks have pointedly denoted, I feel like there are nicer ways to help the general player base that doesn't rely upon brute force tactics (which others have wisely noted could cause a lot of players to simply leave the game, which causes everyone to lose).
I've gotten 1 class up to lvl.80, BLM, and I found it interesting that for the first few layers of learning the basic rotation that there was a decent amount of in-game info provided to get the rotation down
- However, upon getting into 2nd and especially 3rd tier abilities, namely lvls 60-80, the information provided dropped off dramatically
- It got to a point where I had to spend a sizable chunk of time in-game, reviewing ability tool tips and experimenting with abilities to really get a feel for them
- And even then, I still wound up needing to go to outside 3rd party sites to really learn more of the scope of the abilities and how to really min/max rotations in various scenarios
- All in all, the only way to really get proficient with these additional layers of information required doing a lot of homework, especially outside of the game, which seems pretty counter-intuitive
This last part has stood out the most to me; it isn't even the fact that I had to do research to learn how to layer rotations / abilities based on use-case, but the fact that I had to do it outside of the game itself. It bugs me whenever I have to leave a game to learn that game.
Some of the absolute best games proffer as much information as humanly possible within, which in turn can inspire greater interest to explore more aspects of the game itself since invariably snippets of information can lead to other such snippets.
As for rewards, that's kinda mixed... I like the idea of a personal scaling or scoring system, something that give a player an idea of how they're performing on a technical level. A reward for optimizing rotations, etc. could be cool but also dangerous because depending on how it's set up could lead to equally bad play if not all use-cases / scenarios are mapped out well. And any form of reward applied at a group level would instantly instill the same kind of toxicity that I specifically left WoW to get away from, so I sincerely hope nothing of that level ever gets applied.
I rather like the current system with the Duty Finder; I've found it incredibly helpful to learn from experienced players as I've progressed, and in-turn I'm already getting into scenarios where I'm able to help other new players along (which to me is the best, always feels cooler to know I've helped someone enjoy the game than just me getting some shiny new "thing" I'll be replacing at some point anyway, lol).