I've never seen screenspace reflections work "very well". By its very nature you are missing any and all information not directly onscreen, and anything but purely reflective (zero roughness in whatever BRDF you're using) will also be problematic, as you vastly increase the chance your sample isn't onscreen.
SS reflections can work OK in the case of rain as a kind of planar reflection hack on the ground, where it's not too noticeable that you're missing a ton of reflectivity, you've got a layer of water for reflectivity you don't have to take roughness into account for, and you've got a strong fresnel effect hiding everything as well. But playing around with it, it's not really a "solution" for reflections, just a nice piece of eye candy you have to control very tightly (or compensate for at every turn ala Killzone).
Even on a lake or other body of water, you've got strong reflections a lot of the time, if your player can control the camera they'll say, look down at the water and as they do far reflections will just clip out entirely as the reflected areas leave screenspace before the water reflecting them does, and you'll just have a blank area where reflections should be. And that's just one scenario that will happen all the time. It's a rather ugly hack all in all.