So the inspiring presence article for the city of corsairs pack had this in it
For two Spirit resources, you choose a hero, and the card grants two bonus points of Defense Strength to every hero with a lower threat cost than your chosen hero until the end of the phase. Perhaps this allows Beregond ( The Flame of the West , 3) to defend two powerful attacks and reduce a player's threat by two. Perhaps it allows Boromir ( The Dead Marshes , 95) to make a final stand against a whole ship's worth of Corsair Raiders . Either way, as with most of the "kicker" events, Inspiring Presence gains more value the more players you have at the table, meaning that you can pursue strategies in your largest multiplayer games that you might not play in solo or even two-player games.
So here is the question, how exactly does Beregond drop someones threat by 2, when his ability is once per round. Is this just a mistake on FFG's part, or have i been playing this wrong?