My suggestion is to allow them to heal maybe somewhere between the amazing amount on normal mode, and the practically useless amount on hard mode. 10/11 pt heals from a 6 Spirit cleric is not working. Fights last all day long, with trying to run everyone back to a hole to get healed up. If I energy buff right at 1/4 health of combatants (so that they make it back to the cubby hole), the pot runs out before the red heart is even full on anyone, with no troops getting damaged during that time.
I’ve got very tired, weepy, hurt, and hungry folks; with barely damaged mobs. Pretty much non-stop from day two, because no one can get healed up in time to finish unavoidable fights. I’ve had to use my sliver of health troops kiting the mobs through the townsfolk to get any group killed before the next day. Haven’t even acknowledged the Goblins at all, no time to deal with them.
My herbalist works like normal on hard (when they don’t bug out of course), but they only heal after the fight is over, so not useful in a battle.
Hard mode, Rayya’s children, Alpha 20.
Updating: So, apparently nothing to do with hps healed per cast, but how often they cast. Either my RC hard mode clerics were very bugged, and won’t fix, or the cast timer set for RC hard mode clerics seems pretty terrible. (Their arms were too heavy. )