I don't see the need to rebalance taunt, or that an aoe taunt is unbalanced, etc. Its current duration is only one turn of taunting, which, for a game like this where enemies frequently come in after turns, won't hesitate to teleport you away, etc, that is still practically irrelevant. If anything, it should be longer, given the 4 turn cd. All it is, is giving you a turn of breathing room - which you otherwise don't really need if you've reduced someone's armor to 0, as I can guarantee that each and everyone of you would have just knocked the enemy down, instead, now that they have no armor, which is better than taunt in most cases.

I don't care if there's a reverse-Stench talent. I don't care if taunt pierces armor. I do, however, care about the fact that tanky builds are otherwise irrelevant without the equivalent of cheesing fights. Yes, that is a viable tactic that's generally used to get past tactician, but it's stupid from a mechanical standpoint. In a game where fights are meant to be revolving around initiative, I shouldn't have to send one character in, start a fight with my tank's initiative, and then have everyone else attack the enemy regardless of initiative order in order to enter the fight, for the sole purpose of having my tank even do his job.

This game's balance is skewed by the fact that AIs will stop at nothing to CC the glass cannon, heal 'masked' undead without a care in the world, and ignore the tank completely. The purpose of taunt doesn't have to be to turn the fight into an MMO-esque tank-and-spank, it should simply be used as a way to give squishies breathing room, and to enable builds based on retaliation, shackles of pain, etc. Because, right now, there are more worthless skills and builds than there needs to be solely because the AI doesn't give them even a small iota of space to function unless they have literally no other option.