The game Herald had one characteristic—or rather, one design choice: most of the tokens and class traits obtained between levels 10 and 39 strengthened the player themselves. There were basically no skills that weakened enemies, and even skills that strengthened allies were rare.
This design was mainly for the convenience of new players. After all, requirements like "apply buffs" and "apply debuffs" were genuinely difficult for beginners. It was better to let new players focus on their own rotations while running dungeons without having to watch for information like "vulnerability" or "party support."
But things could not remain so casual after Foundation Establishment. Most of the game's mechanics were concentrated in the Foundation Establishment period, naturally including all kinds of support and weakening mechanics.
A 15%–50% reduction in accuracy seemed like a useless skill even from Yan Qing's perspective as a layman when it came to online games. Although it could reduce accuracy by as much as 50%, when did players ever fight low-level monsters across a level gap? Most of the time, they fought demons of the same level or even higher. Getting a 20% effect was already considered good.
Besides, this only affected accuracy and had no effect on BOSSes' wide-area attacks. The deadliest aspect of high-difficulty secret realms was that BOSSes possessed full-screen skills capable of wiping out the entire party. Those had to be weakened through damage reduction until players could withstand them. Reducing accuracy could only lessen the healing pressure on tank players—the ones holding the BOSS's aggro.
Yan Qing had never expected that this extremely common weakening mechanic in games would have such astonishing effects in reality. Not only had it frightened a young woman like Yaoshi Yuan, even the Three Great Protectors who had dominated Shu Road Mountain for years had been scared