I don’t know how you could screw this up so badly, it’s typed right in front of you and that’s a pet peeve of mine.
I explicitly said
Big, big difference and you should know better.
A Marauder does counter armored, how well it counters it is what matters here in relation to it’s cost and tech level, compared to the cost and tech level or whatever it’s countering.
You can’t have super Marauders that blow the crap out of T3 units because due to how cheap and massable the Marauder is, the T3 unit in question becomes useless in the matchup. That’s not a healthy interaction and is a sign that either the T3 unit sucks or the Marauder is overpowered in that relationship.
This applies to every unit. If a unit performs it’s role too well it causes grief. I mean the Liberator is the poster child for this since it’s the most nerfed unit in all of StarCraft history due to it.
The Immortal is another example, hardened shield did it’s job too well and it caused problems.
So no, you do not want a 100/25 2 pop unit that can be created at the rax beating Ultralisks too handily because that creates severe design problems where units don’t do their job anymore.
Or maybe you do but I think if you do want that then you’re not interested in balance or design, you’re just interested in wins.
But the entire reason why the Marauder needs a nerf isn’t because of TvZ. The problem with TvZ is ghosts. That’s it.
It’s TvP, where to hold Marauder cheeses, especially when coupled with things like cyclones, the Protoss has to gimp themselves economically to an insane degree to even have a chance to play the mid game.
Reason why? Because the only 2 units that aren’t armored that are produceable fast enough are the Zealot and Adept. The Adept is bad vs armored units with high hp. Super bad. And concussive shell breaks the interaction between Marauder and Zealot.
Something’s gotta give.