Disagree with the Rammus Nerfs. Hurts what makes him "Rammus."

I feel like by nerfing Rammus' single target taunt to 2.25 seconds you are hurting his identity. Rammus' niche is that he is supposed to focus one target and disable them by using their own offenses against themselves. However, by reducing the puncturing taunt to 2.25 seconds (From 3 Seconds), you are making this less so. I admit, though. Three seconds of taunt is pretty strong. Especially on a high-mobility jungler, but I feel as if Rammus' identity is his single-target focus and shredding a physical opponents' taunt.
My suggestion is to nerf the taunt to 2.5 seconds instead, and do not remove the scaling of his Puncturing Taunt's Mana. Perhaps maybe increase it low-levels? There still needs to be some risk/appropriate cost while using it. This will retain Rammus' ability for good single target focus, while opponents can itemize against him building tenacity effectively, also allowing the Rammus player to be more cautious with his mana.
@Morello. What do you think? Are you going into the right direction? Should we wait until he gets released? Do Turtles fly?
If this post comes across as biased, I apologize. Yes, I play Rammus. But that is why I am letting you, the community know so you can do suggestions. Do you agree with Rammus' nerfs? If so, why? If so, why not?