In a quadtree mesh, the refinement level of a quadrant is the number of times it has been recursively split into 4 new quadrants. During the refinement process, it is possible to lose balance, meaning that the difference between refinement levels of two neighbor quadrants is greater than one. The balance is necessary because for those type of meshes, a set of patterns have been designed to manage the transition between fine and coarse regions, producing thus, a congruent mesh. In this work, we propose an improvement of the storage and dynamic update information by designing a new data structure based on nodes rather than edges, which allows reducing the execution time and memory usage.