You may think so, but the extreme success of the MOBA genre signifies that many people see otherwise.
I'm not doubting that moba-style games are competitive; I think it's great that the competitive scene is branching out to new games and to an audience wider than hardcore gamers. I enjoy my fair share of watching pro-SC2, especially the recentish TSL3 or GSL season. Nor am I saying that they're not popular, because they most certainly are (although you'd struggle to say that here in Australia).
However; sure, a million play every day, but can you dissect the data and tell me how many are veterans, how many are new, average playtimes, how many games played, new player retention/turnover and how often the same players return to the game? My concern is that competitive gaming is still struggling with the concept of making the learning and development process for newbies both fun and interesting. The reason that I stopped playing Starcraft 2 after a couple of months was that trying to get out of the newbie brackets required me spending hours and hours watching replays and memorising build orders; with the little time spent playing the game often being fustrated and annoyed and, more importantly, not having fun. I'm not sure that Starcraft 2 would have kept as many newbies around as it has if it wasn't for Day9, who has done an amazing job of demistifying the seemingly impossible barrier that is competitive gaming in SC2. Even then though, that's a community resource that isn't moderated by the game's makers. One of my biggest fustrations in LoL is actually trying to find well written and maintained information, because the official site doesn't go beyond the basics and stating the obvious. It shouldn't have to feel like a full-time job just to win a couple of games; especially when you only have an hour or two for gaming each night.
At least in games in TF2 (which has a great official wiki, much like AI War) you can give a newbie a rocket launcher and tell them to help cap a point, or heck, you can give a week old player a Rifter in Eve Online who can then tackle important targets and take out the small stuff big ships can't hit; all the while having fun while doing so. In DOTA, you might as well tell a newbie to stay in the spawn, because then they won't give the other team gold and exp. Competitive games need to be much more pro-active about helping the newbies along; you can't teach yourself football (soccer, whatever) on your own, you need to get into a club and learn from people who know what they're doing.
That Valve will be implementing coaching in DOTA2 is a positive sign that they are actually looking to keep newbies and help them along. Despite my concerns, I am actually interested to see the way Valve, a company where every decision is based on player feedback and the idea of newbie retention, take on DOTA 2.
EDIT: I don't want to sound like I'm beating on competitive gaming or the OP, but the issue of wider perceptions of esport and growth beyond unfriendly and elitist communities is tied directly to the issue of actually making learning and teaching the game fun and engaging, not a futile endeavour akin to squeezing blood from a stone.