I don't remember who it was, but before our pug on Fool Hill today, someone was indignified by Leagues banning the Direct Hit and went on to assert that they should just "learn to counter it" and "stop complaining about everything". Like with critical hits, like with unplayed maps and like with items in Super Smash Bros., one should weigh the "Why" against "Why not". The latter is simple. I'm not up to date on the comp scene, but it's understandable why they don't like the weapon, given its erratic nature. If you say "Learn to counter it", doing so might not be conductive to competitive play because the counterer's skill would have to far exceed that of the DH user in order to do so. As I said, I haven't looked into that, but discrepancies like these are very often the reason for gameplay restrictions/bans. After all, the motto of comp play is "May the best man win". Compare with Meta Knight in Smash Bros Brawl, who is in a tier of his own for being a spammy spam character and is banned at certain tourneys (the first time a character was ever banned in the whole series' lifetime). If you say "Roll a DH soldier too", then that'd be making things more rigid than banning the DH in the first place. While comp players prefer to play the game in as pure a state as possible, they don't dawdle on this novelty and take priority in making the game as fun for them to play as possible. I realise that the 'Cookie Cutter' setup (2 soldiers, 2 scouts, 1 medic, 1 demo) is the most used precisely because it's the most optimal, the difference being that it incidentally offers very fun and dynamic gameplay, fine-tuned by the league's own class limits (2 medics gets boring, 2 demos makes spam). The Direct Hit ban is no different. And believe me, Meta Knight vs Meta Knight battles are not fun to play or watch. On the other hand, why would you want the Direct Hit? Comp players like additions that make the game deeper, but what if this weapon just doesn't work out that way for them? The main argument people brought up to jusitify their nerd rage against the Super Smash Bros comp scene is that "Sakurai doesn't want you playing competitively", but even that doesn't fly here, especially now that Valve have implemented a way to disable unlocks without plugins. Do they think the comp scene is ungrateful for rejecting the weapon (despite ETF2L taking Gorge up in its rotation)? Or maybe it's because the lack of variety bores them, I dunno. It's usually the same people who defend crits as being needed to shake things up. I think the folks of ETF2L just didn't consider the erratic occasions where a soldier comes around a corner and 1hits your medic worth the rather shallow gameplay the the DH gives. They discussed this like adults and decided to put a ban on it, which they can get away with because they're a close-knit community like that. After all, it's fun and games, persecuting Direct Hit users or anything. Which brings me to my next point. Comp play sees little amounts of rage; it's all people who like the game so much as to engage in it on a competitive level, and the DH ban was them taking care of the matter in a swift, efficient way. You, however, begin shitting bridges the moment you learn that these people you have never met don't like everything Valve put in the game. Don't worry though, every reproach I've seen against the competitive scene is just as hippocritical. In short, why should the comp scene be forced to adapt to something that makes the game less fun for them, when they can deal with the problem so easily?