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Neverwinter healing is complicated.
Basically, there are two flaws with it. Neverwinter likes to do big damage numbers for some reason (I don't know why, given the game it is based on, but let's give them that).
As a result, Heals are often big bursts around a character, but this, in turn, does limit sensible options of mobility for a lot of people since getting players to stand and fight in formations is about as hard as you'd expect. Of course, there are good Heal Over Time options, but those are Sticky Reticle like everything else, basically.
But they made the game easier by giving a lot of Lifesteal options, after a while, so that people didn't need to work together as much. Natural convergence because... well... people are bad at that. There are big direct burst heals, but in the harder fights, doing those is complex enough that most people need a target lock. This is fine and correct, because target-lock for allied actions (where you can reasonably assume in RP terms that the person knows it is coming and aims to be 'hit' rather than avoiding) is normal enough.
So, yeah... the base is there, but the devs compensated for the player skill repeatedly as time went on. After all, who wants to spend months building content that only 10% of your playerbase will engage with in a P2W game? That's not profitable at all.
The main thing to understand based on all that, therefore, is that healing used to be challenging and require coordination at some point, but making it hard is basically engaging attrition against Healers themselves outside of tight knit friend groups, which, interestingly, is only about 30% of MMO playerbase.
There's a study about how the more you do this, the faster you bleed Healers out of your game and then of course NEED to add the lifesteal and similar, but I would take really long to find it again.