I know I'm bad at Endgame PvP, but the reason I'm bad at it is that I get too frustrated to even bother getting good at it. One thing that has really killed the mood of pvp is the over-complication of it. I personally think there are too many abilities, but also that endgame is effected the most everytime a new expansion drops. For some reason Blizzard thinks it's necessary to change up the way entire classes are played when hardly anybody has a problem with the previous iteration. I just don't feel like re-learning every enemy class in PvP on-top of already having to learn my own after each expansion. Plus there's the ever-changing artifact traits, legendary variation, and unnecessary pvp talents that just means adjusting to new keybinds from PvE to PvP. I appreciate the ability pruning (unlike many people) because I value skill towards objective over skill toward class mastery. If a class is relatively simpler, the person then focuses more on becoming a better objective player and maneuvering instead of constantly trying to keep track of CDs and procs. When you are spending 50% of your attention on your interface, you probably aren't going to be very aware of your surroundings. But there's one thing that hasn't been pruned, that's stuns. There's no doubt that playing 19s vs playing endgame would be a huge difference. But if there's one thing I appreciate about low level PvP, it's the freedom of movement without being stunned, silenced or feared every 2.5 seconds. A player on the B-Net forums worded it perfectly. If you're playing without colored nameplates (varying on class), every other player may as well be a rogue, because you're constantly having to worry about cc or stuns from every type of class. What's worse is the vast amount of stuns, kicks, etc, available to each class/spec. I'll probably get some hate for this, but I don't care. I respectfully believe one of the main reasons people play twinks as opposed to endgame PvP is how simple it is. I don't see intolerance for a huge number of abilities as lack of skill, but rather as what some players value over others in terms of mastery. For instance, if you play shooters, you may hear players complain about too many unnecessary additions. Halo 3, which is a shooter from 2007, hones skill in consistent aim, movement/positioning, and teamwork/map control. A newer game such as Halo 5, focuses skill more on spartan abilities, and has faster kill times, granting luck to sometimes inconsistent aim and slower reaction time.