There are few ways to help you, but I wanted to parse out some elements of your question since they seem to be causing you issues:
The reliable party consists of 2 Barbarians, a Sorcerer, a Druid, a Paladin, and a Cleric
A lot of these classes are good, direct damage dealers. You're placing them in situations where they need to deal damage, so they are opting to do this in the most efficient way possible.
I recommend that you consider alternate tasks that can occur during combat. Complex traps requiring understanding of magical theories (trained in Arcana and/or Religion) to create complex skill challenges within the combat can draw the attention of about half that party, reducing their direct fire damage, while retaining their significant contribution to the battle. For example, the battle occurs upon a pentagram that has been ritually empowered and is slowly opening a portal to the underworld that is likely to pull through a Balor (or bring a Balor to an innocent village 5 miles away if you're worried the players will view that as a fun challenge). Arcana/Religion checks to understand the pentagram and it's effects, Dispel/Counterspell checks on the 5 points of the pentagram to reduce the power, and maybe some other check all give those classes something to do besides shoot.
The players are at that level where attacks of opportunity come more easily.
Not every monster has to be stock out of the book. I was thrown for quite a loop when one of my friends ran a combat with some modified monsters that had a useful feat or two like Mobility.
In addition, for your BBEG, don't be afraid to make them legendary creatures with the associated resistances and actions and put them in lairs with interesting effects and actions.
I already use a lot of open battlefields but it doesn't seem to help.
Stop that. Open battlefields almost always work to the players' advantage.
Fill your battles with debris that creates cover angles forcing long ranged creatures to move around. Have your enemies prepare the field when they feasibly could, nothing like a good Spike Growth spell to make the periphery a dangerous place to be. They're 12th level, take this into 3 dimensions and have enemies in parapets shooting down on them. Go the exact opposite route and force them to fight in narrow corridors now and then; don't forget that trying to shoot through a line of people grants cover benefits to the attacker.
Most of the time I have six or more players, all level 12. I try to keep the monsters around their level.
I'm assuming that in addition to this, you've been handing out magic items that improve the players' combat ability. 5e sort of breaks the previous mold in that magic items aren't required for player balance.
Review how you perceive the players level with regards to their magic items (if applicable), I would not be surprised if the players are perhaps closer in power to 13th or 14th level characters, in which case you need to adjust your monsters to compensate.
As for the numbers issue, the DMG provides some guidance on this within the section regarding scaling encounters. I recommend following that guidance.