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Healing is mostly from potions or in combination with that other spell that maximised healing outcomes.
Mele and ranged damage also is crap on its own but as it scales with gear and they made some ridiculously OP gear pieces then damage ends up upping like crazy while healing stays at base always
5e nerfed healing while increasing means of mitigating damage.
Also, Cleric is no longer a healbot.
It's a last resort, thats only ever going to be efficient if it buys you more than it costs action economy wise (i.e when someone is downed). Even bonus action healing word costs you action economy, much moreso in actual D&D though, since normally you can only cast 1 levelled spell on your turn, so if you heal, you can't use your strong offensive spells anymore. Here, you can do both, but healing still costs resources so still, a last resort usually.
DnD is all about damage output and crowd control/disables.
The best "healer" I've made so far is Oath of Ancients Paladin/Lore Bard.
If you think healing is weak, then you clearly did something wrong with your character build.