Just last page, MadDemiurg, you seemed to dismiss the entire idea of having a tank character at all.
It might not be an MMO, but it is still a group-based game, and given the AI's dedication to focusing on the squishy party members first and foremost, wanting a way to mitigate that is valid.
It would still be super frustrating against player - characters you can't control would just run to their untimely death.
Any more frustrating than other types of hard CC? But all right, do you have any other suggestions for how Provoke/Taunt can fulfill its main function without being annoying, or should it just be deleted completely?
And it would be OP against AI too. E.g. imagine using evasion buff + taunt to lure all melee mobs to one location and negate all their attacks and then just nuking everything with aoe. It would be the single most powerful CC in the game.
In my opinion, you're greatly exaggerating the power. Taunt also only lasts for 1 turn. But fine, combine the "only move and basic attack" with changing Taunt from everything in a small AoE to single-target, but at long rage. Combining those two things would limit the amount of enemies affected.
"reverse Stench" Talent sounds more reasonable as long as it's only an increased probability to attack that char and not an automatic taunt.
It would be an increased probability, not completely automatic, but keep in mind that as a Talent, players would be unable to turn off "Punchable Face". So in every single battle, they would take a lot more of the attention, even if you would sometimes rather that they don't, so it comes with an inherent drawback (hence why its secondary effect is slight armor regeneration).