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I had that concern in testing. The time to break was reduced in response, but it does not change the underlying concern.What you have to do is time your gust of the melder to the break action (set highlights for your melders). Just before the break is finishing, that is when you have to gust. It does not check for enemy melder presence at the start, but only at the end, per the response I got. It takes a lot more coordination to figure out (and as you say, rooting messes with it).
Are you sure that the meld by itself is building passively? - because I tested it before reducing numbers by half and it wasn't building then. It's curing completely in 2-3 healing balances (depending on the cure bal) right now. I don't think that's actually the case.As to the rest, I realize this is a big change in how things work. I realize that I rushed things out at the end there and probably should have taken more time, but I won't be around much from now until next Monday (I'm have a two weddings to attend the next two weekends) and wanted to get it out prior to that. I think there's going to be more reliance on teamwork to break than there was previously. There are things that will need adjusting and need taking a second look at for sure. I'm entirely aware that this was in no way a 100% finished product. To be blunt about it, we could have had people testing it extensively (which is already an unrealistic scenario, it's a gigantic pain in the ass to get people to help test things out) for two months instead of two weeks and still run into these issues because testing on the test server only goes so far. It doesn't replicate group tactics (which is what this focuses on). To be upfront, I'm hesitant to rush into making giant changes to how things work right away. The revamp has been out for just over a day at this point, and I don't really think that's enough time to say definitively that something needs changing. I want to give people some time to try things out, try different tactics and different ideas. We've run into major issues by instinctively reacting to the initial reactions and overall, we benefit the most when we let things play out a bit before making changes.
Also, cocoon costs 5p on the ground and only 3p in the trees. Sap is always 5p...