I wasn't talking down to you, and I'm sorry if it seems that way.
There are a lot of players like Huk, Tester, KawaiiRice alongside Whitera that are good Protoss who have taught me how to play the matchup since their understanding of it is WAY up there. I am only a Gold level player, but watching these Protosses gave me the way/ways to deal with marauders which used to be my bane during my Silver days. This goes to show that it isn't impossible by any means. Lack of knowledge was what was always against me. By Knowledge I'm not talking just strategy, but timing of the strategy, the build order and the follow-through, as well as the end-result unit composition to aim for. ALL of this leads to understanding the matchup at a deeper level.
Marauders are only 1 single aspect of the matchup that tends to be focussed to much on that the remaining supporting units are ignored in the equation.
And, I completely disagree with you that it is easier for a Terran due to Marauders. That is ABSOLUTELY false. Marauders are kind of like Immortals and Colossi in their role. They are exceptional damage dealers and damage helpers in certain ratios/numbers. The slow and stim combo make them so strong. The weakness they have though is chargelot/stalker/FF combo, or storm/colossi, and of course any air unit that can hit or disable it.
Protoss players all around the beta tend to think too passively to be able to play the matchup as it should be, and thus you will always find them lagging in macro or tech or upgrades. They don't understand what strategy to use and how to make it work to follow-up with a higher tech which will nullify any earlygame advantage an aggressive Marauder-heavy Terran will get.
For Terran, you may think it's just stim > A-move. Not true. Terran HAS to make sure his marines are BEHIND his marauders and he has to constantly watch his army to ensure he does not get FF'ed in half and losing his marauders/rines to zealots that can now "access" them. Also, Terrans who go bio have an incredibly hard time trying to EMP or dodge storms while trying to kite Protoss units. Terran base-management is very very micro-intensive. I will admit there is RELATIVELY less micro involved to control a Terran army, but it is not
vastly inferior to the micro a Protoss needs. Far from it.
Again, I apologise if you took it as me talking down to you, because it was just a blanket statement that I had thought I had tied to why I said it, but anyways.
In terms of PvT Strategy, I think you know what units are involved in the equation.
Protoss: Zealots, Stalkers, Sentries.
Terran (bio): Marines, Marauders, maybe 1 Ghost or 2
In early game, Protoss needs to know how to use his tools. Early in the Beta, Protosses were just spamming zealot/Stalker randomly or stalker/sentry, or all 3 but then using a move without being careful of position, army-size, or composition. AND, to-date most Protoss just clump all units in Group Hotkey -1 . Very bad thing to do. Even in small numbers, the rules of flanking still work vs a marauder/marine combo, and normally, the dynamic of a flank will make EMPs less effective since units will be more spread out in a concave.
The later follow-up after dealing with an early marauder timing push should be some tech that will carry you through late-game, allowing you to expand and macro up a strong army to decimate the Terran. The strategy is to get early charge-zealots combined with stalkers/sentry to help them kill off any aggression from MMM bio. Then transition into HT with storm, or Colossi, and basically defend against any other pushes or harassment and to slowly gain map control.
Once you have enough bases/resources, you think about late-game and what tech you need based on what you see:
Mass tank/marauder/ravens with rine support, or Viking/Tank/MM+ghost, or Banshee/Tank/MMM.
You tech to something to deal with that accordingly. Amongst good/equally skilled players, it will always come down to control and macro. The strategy is to find the path, walking it is a different story. That's what makes or breaks the game in this matchup. The balance is extremely fragile, and it is right where it should be. I used to think Marauders were OP only because I didn't know how to handle them.
I am just here to say that there is a way to deal with them, and that there is nothing OP about Marauders. Also, the course of the game and its pace is not dictated by the Terran, but rather the player who is the most aggressive in what he is doing: be it teching/macroing/expanding/harassing/rushing. The player who is passive about any of it will lag behind and will have a hard time catching up, and sometimes he will never catch up until he changes his frame of mind.
Having this illusion in your head that "Marauders are fucking OP" is really counterproductive and really restricts how you react as a player to the unit. Once you learn to let go, you learn that there are sooo many ways to deal with it using known units and the compositions you've been using to-date.
/wall of text
