Is there a T counter build to the 3 min Oracle, that does not leave you dead moments later? I was thinking of starting to play again, but not sure that now is the time. Did they mention any timeline for a balance redress once they have data?
Actually, there is a build that works really well (at least up to masters level). I'm not going to give the supply timings, but it's basically very, very hard to time correctly. One mistake and you're behind or supply blocked.
1 Supply depot with 1st produced SCV, at top ramp.
2 Barracks and Refinery simultaneously when depot is done
3 Second barracks when you can afford it
4 Second supply depot at ramp (sooner than later to deny scout)
5 Precisely timed second refinery so that you can start factory and rax techlab the moment your second rax finishes
7 Choice of Combat shield or stim (depends on ordering a bit).
8 Orbital & 3rd depot
9 Reactor on Factory & Starport. When done, switch, and start cyclone & 2 medivacs.
With this build, you will have enough marines to hold anything early, including the 3min oracle timing, plus when your medivacs with 15/16 marines leave to attack with stim done, you have cyclone at home to defend, tank production ready, missle turret available if you want to build.
During your attack, you WILL have more firepower than your opponent. Don't lose any. Meanwhile, keep them pinned, build your 2nd (and maybe 3rd) CC, and get your ekon in superior position.
A lot of people might complain that this is "noob" to go 1-base. Whatever. It works, and if you do it right, it works really, really well. And it holds basically everything.
And the point is, by the time your attack is done, you're in a better position than the protoss economically.
The key is to make them pay for having a faster economy than you by building as much as possible to start and bashing them with it without taking bad fights (i.e. ones where you lose the majority of your pressure).
This works against:
Fast 3 Nexus