I had to really sit and think about this question, and I got some results! I think--...hope it's not too wordy... Disclaimer: The following is all speculation.
In your question, I think there would two things to consider if we're talking reactions: The mechanical reaction and the feeling reaction. The mechanical part would be it'd be a decision of life or death of a character. On the flip, the feeling reaction, it'd be difficult to say, but it might be between discomfort to shrugging it off. The reaction itself is dependent on how available the options are for the ailment can be cured, prevented, or managed.
If heals harm the character, I think the player would find ways to cure it immediately or prevent it altogether. Managing it would be hard, unless the character had HP to absorb damage from things like a group healing move, which in itself is risky. Additionally Regen (passive healing) and HP overflow (health over the HP cap) are both in the works, which could help balance Ghost in this form.
If there is no healing whatsoever, I think a player would ignore the status unless the character needed healing. Unlike damage from healing, managing the ailment by healing a character with a healing block would be fine and not-so-risky, like at all. HP buffs like I mentioned become less crucial to counter the debuff, and characters become more powerful as a result, adding to the reaction that it's not so big a deal.
They are two completely different reactions in my opinion.
Additional thoughts: Having -50% Recovery is a wonderful bridge between domination and mercy, adding just enough tension while not be over-the-top toward unfairness. Damage from heals could be a better end-game ailment than a healing block, but a healing block in itself might be a fine debuff for early-game.
EDIT:
Made an ailment timer.
I had to really sit and think about this question, and I got some results! I think--...hope it's not too wordy... Disclaimer: The following is all speculation.
In your question, I think there would two things to consider if we're talking reactions: The mechanical reaction and the feeling reaction. The mechanical part would be it'd be a decision of life or death of a character. On the flip, the feeling reaction, it'd be difficult to say, but it might be between discomfort to shrugging it off. The reaction itself is dependent on how available the options are for the ailment can be cured, prevented, or managed.
If heals harm the character, I think the player would find ways to cure it immediately or prevent it altogether. Managing it would be hard, unless the character had HP to absorb damage from things like a group healing move, which in itself is risky. Additionally Regen (passive healing) and HP overflow (health over the HP cap) are both in the works, which could help balance Ghost in this form.
If there is no healing whatsoever, I think a player would ignore the status unless the character needed healing. Unlike damage from healing, managing the ailment by healing a character with a healing block would be fine and not-so-risky, like at all. HP buffs like I mentioned become less crucial to counter the debuff, and characters become more powerful as a result, adding to the reaction that it's not so big a deal.
They are two completely different reactions in my opinion.
Additional thoughts: Having -50% Recovery is a wonderful bridge between domination and mercy, adding just enough tension while not be over-the-top toward unfairness. Damage from heals could be a better end-game ailment than a healing block, but a healing block in itself might be a fine debuff for early-game.
EDIT:
[img]http://bin.smwcentral.net/u/124/Birthday%2BWish%2Bjul917%2Bailment%2Btimer.png[/img]
Made an ailment timer.